Book description
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- List of Figures
- Preface
- Author
- Introduction
- 1 Diving for Deep Game Ideas
- 2 Games as an Expressive Medium
- 3 Modeling the Human Experience—Or the Art of Nailing a Pudding to the Wall
- 4 Experiential Metaphors—Or What Breaking Up, Getting a Tattoo, and Playing God of War Have in Common
- 5 Allegorical Games—Or the Monster Isn’t a Monster Isn’t a Monster
-
6 Designing with Purpose and Meaning—Nine Questions to Define Where You’re Going and Make Sure You Get There
- 6.1 Introduction
- 6.2 Question 1: What’s It About?
- 6.3 Question 2: What Is the Purpose/Communicative Goal of Your Game?
- 6.4 Question 3: Literal or Metaphorical Approach?
- 6.5 Question 4: The Right Metaphor for the Experiential Gestalt?
- 6.6 Question 5: How It Works versus What It Feels Like?
- 6.7 Question 6: Zooming In versus Zooming Out—How Much Shall Be Modeled?
- 6.8 Question 7: From Which Perspective Shall the Player Interact with the System?
- 6.9 Question 8: Do Core Mechanics Reinforce Meaning?
- 6.10 Question 9: Player–Avatar Alignment?
- References
- 7 It’s Not Always about You!—Lessons Learned from Participatory Deep Game Design
- 8 The Same New Kid in Yet Another Hood—Deep Game Design as Creative Arts Therapy?
- Index
Product information
- Title: Making Deep Games
- Author(s):
- Release date: January 2017
- Publisher(s): Focal Press
- ISBN: 9781317607700
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