Book description
Game designers spend their lives solving extraordinary problems
and facing mind-bending paradoxes. It’s their job to make a
meticulous plan for “spontaneous fun” players will want
to experience over and over again. Pressure is heaped on with
demands for innovation and blockbuster status. So designers find
themselves facing an abyss of problems, pressure, and
possibilities, armed only with their brains and an assortment of
design principles they picked up over years of experience.
For the first time, 100 Principles of Game Design gathers some of
the best of these big ideas into one toolkit. Seasoned designers
will be glad they don’t have to hold it all in their heads
anymore, and beginning design students can use the book to learn
the tools of the trade. When the going gets tough, everyone can
turn to this book for guidance, inspiration, or just to remind them
of what works. Collected from every popular school of thought in
game design, these core principles are organized by theme:
innovation, creation, balancing, and troubleshooting.
• Includes advances from the world’s leading
authorities on game design, some explained by the creators
themselves
• A reference book of finite, individual principles for easy
access, providing a jumping off point for further research
• Principles originating in fields as diverse as
architecture, psychiatry, and economics, but shown here as they
apply to game design
• Richly designed with illustrations and photos, making each
principle easy to understand and memorable
• Timeless approach includes feedback loops, game
mechanics, prototyping, economies of scale, user-centered design,
and much more
Professional designers and instructors at one of the world’s
leading game design institutions lay out the building blocks of
diverse knowledge
required to design even the simplest of games.
Table of contents
- Title Page
- Copyright Page
- Acknowledgments
- Contents
- The 100 Principles: An alphabetical listing
- Introduction
-
1. Universal Principles for Game Innovation
- A/Symmetric Play and Synchronicity
- Aces High; Jokers Wild
- Bartle’s Player Types
- Cooperative vs. Oppositional
- Fairness
- Feedback Loops
- Gardner’s Multiple Intelligences
- Howard’s Law of Occult Game Design
- Information
- Koster’s Theory of Fun
- Lazzaro’s Four Keys to Fun
- Magic Circle
- Making Moves
- MDA: Mechanics, Dynamics, and Aesthetics
- Memory vs. Skill
- Minimax and Maximin
- Nash Equilibrium
- Outcomes: Pareto Optimality
- Payoffs
- Prisoner’s Dilemma
- Puzzle Development
- Rock, Paper, Scissors
- Seven Universal Emotions
- Skinner Box
- Social Ties
- Tragedy of the Commons
- Transparency
- VandenBerghe’s Five Domains of Play
- Volunteer’s Dilemma
-
2. Universal Principles for Game Creation
- The 80/20 Rule
- Brainstorming Methods
- Consumer Surplus
- Core Gameplay Loop
- Define the Problem
- Design by Committee
- Environmental Storytelling
- Experience Design
- Flow
- Four Ways to Be Creative
- Game Genres
- Game Pillars
- Game Tropes
- Gestalt
- House Rules
- Iteration
- Magic Wand
- Metagames
- Objects, Attributes, States
- Ooh, Shiny!
- Paper Prototyping
- Pick Two: Fast, Cheap, Good
- Play Testing
- Problem-Solving Obstacles
- Prototyping
- Risk Assessment
- Supply and Demand
- Synergy
- Theme
- Time and Money
- User-Centered Design
- Wayfinding
-
3. Universal Principles for Game Balancing
- Addiction Pathways
- Attention vs. Perception
- Balancing and Tuning
- Details
- Doubling and Halving
- Economies of Scale
- Errors Players Make
- Errors Without Punishment
- Hick’s Law
- Interest Curve
- Learning Curve
- Loss Aversion
- Maslow’s Hierarchy of Needs
- Min/Maxing
- Punishment
- Sandbox vs. On Rails
- Ten Minutes of Sustained Attention
- Variable Rewards
-
4. Universal Principles for Troubleshooting
- Advance Organizers
- Affordance Cues
- The Buster Principle
- Cognitive Biases
- Dominant Strategy
- Fitts’ Law
- Fundamental Attribution Error
- Golden Ratio
- Griefing
- Hype
- Instant vs. Delayed Gratification
- Krug’s First Law of Usability
- Music and Dopamine
- Pacing
- Problem-Solving Approaches
- Satisficing vs. Optimizing
- Sense of Accomplishment
- Spatial Awareness
- Time Dilation
- Working Memory
- Zero-Sum Game
-
Appendix: Methods to Solving Problems
- Make a list
- Find a pattern
- Work backward
- Make a table
- Draw a picture
- Guess and check, aka the scientific method
- Follow the money
- Make a flowchart
- Reword the problem
- Define the problem space
- Solve a similar problem first
- Brainstorm
- Come at it sideways
- Create something a little closer to solved, then repeat
- Try combining two unexpected elements
- Add an unexpected element
- Take a step back
- Solve in parts and combine
- Try to prove it can’t be solved
- Simplify elements until the problem resembles a previously solved problem
- Solve the opposite problem
- Has anybody else solved a similar problem?
- Prototype
- Think out loud
- Get help
- Act it out
- Explain it to your grandfather
- Look at it from the other side
- Measure and write it in numbers
- Turn numbers into words
- Try on a solution for size
- Watch out for ultimatums/ dichotomies/negatives
- Check for neutrality
- Use Judo
- Find the weakest link
- About the Contributors
- Index
Product information
- Title: 100 Principles of Game Design
- Author(s):
- Release date: December 2012
- Publisher(s): New Riders
- ISBN: 9780133362688
You might also like
book
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it …
book
The Art of Game Design, 3rd Edition
Written by one of the world's top game designers, this book describes the deepest and most …
book
Fundamentals of Game Design, Third Edition
Now in its third edition, the classic book on game design has been completely revised to …
book
Theory of Fun for Game Design, 2nd Edition
Now in full color, the 10th anniversary edition of this classic book takes you deep into …