Game mechanics : advanced game design Ernest Adams, Joris Dormans
Tipo de material:
Libro
impreso(a)
Idioma: Inglés Detalles de publicación: Berkeley, California, United States New Riders c2012Descripción: xiii, 353 páginas fotografías, ilustraciones, retratos 23 centímetrosISBN: - 0321820274
- 9780321820273
- 794.81536 A3
| Tipo de ítem | Biblioteca actual | Colección | Signatura topográfica | Estado | Fecha de vencimiento | Código de barras | |
|---|---|---|---|---|---|---|---|
| Libros | Biblioteca San Cristóbal Acervo General (AG) | Acervo General | 794.81536 A3 | Prestado | 31/08/2025 | ECO010007619 |
Incluye bibliografía: páginas 338-340 e índice: páginas 341-353
Introduction.. Who Is This Book For?.. How Is This Book Organized?.. Companion Website.. Chapter 1.. Designing Game Mechanics.. Rules Define Games.. Discrete Mechanics vs. Continuous Mechanics.. Mechanics and the Game Design Process.. Prototyping Techniques.. Summary.. Exercises.. Chapter 2.. Emergence and Progression.. The History of Emergence and Progression.. Comparing Emergence and Progression.. Games of Emergence.. Games of Progression.. Structural Differences.. Emergence and Progression Integration.. Summary.. Exercise.. Chapter 3.. Complex Systems and the Structure of Emergence.. Gameplay as an Emergent Property of Games.. Structural Qualities of Complex Systems.. Harnessing Emergence in Games.. Summary.. Exercises.. Chapter 4.. Internal Economy.. Elements of Internal Economies.. Economic Structure.. Uses for Internal Economies in Games.. Summary.. Exercises.. Chapter 5.. Machinations.. The Machinations Framework.. Machinations Diagram Basic Elements.. Advanced Node Types.. Modeling Pac-Man.. Summary.. Exercises.. Chapter 6. Common Mechanisms.. More Machinations Concepts.. Feedback Structures in Games.. Randomness vs. Emergence.. Example Mechanics.. Summary.. Exercises.. Chapter 7.. Design Patterns.. Introducing Design Patterns.. Machinations Design Pattern Language.. Leveraging Patterns for Design.. Summary.. Exercises.. Chapter 8.. Simulating and Balancing Games.. Simulated Play Tests.. Playing with Monopoly.. Balancing SimWar.. From Model to Game.. Summary.. Exercises.. Chapter 9.. Building Economies.. Economy-Building Games.. Analyzing Caesar III.. Designing Lunar Colony.. Summary.. Exercises.. Chapter 10.. Integrating Level Design and Mechanics.. From Toys to Playgrounds.. Missions and Game Spaces.. Learning to Play.. Summary.. Exercises.. Chapter 11.. Progression Mechanisms.. Lock-and-Key Mechanisms.. Emergent Progression.. Summary.. Exercises
Chapter 12.. Meaningful Mechanics.. Serious Games.. Communication Theory.. The Semiotics of Games and Simulations.. Multiple Layers of Meaning.. Summary.. Exercises.. Appendix A.. Machinations Quick Reference.. Appendix B.. Design Pattern Library.. Static Engine.. Dynamic Engine.. Converter Engine.. Engine Building.. Static Friction.. Dynamic Friction.. Stopping Mechanism.. Attrition.. Escalating Challenge.. Escalating Complexity.. Arms Race.. Playing Style Reinforcement.. Multiple Feedback.. Trade.. Worker Placement.. Slow Cycle.. Appendix C.. Getting Started with Machinations.. References.. Index..
Game mechanics are the rules, processes, and data at the heart of a game. They define how play progresses, what happens when, and what conditions determine victory or defeat. Now two leading authorities in game design-Ernest Adams and Joris Dormans-are here to teach game designers and students alike the essentials of game mechanics. This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you'll learn how to: - Design and balance game mechanics to create emergent gameplay before you write a single line of code. - Visualize the internal economy so that you can immediately see what goes on in a complex game. - Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. - Apply design patterns for game mechanics-from a library in this book-to improve your game designs. - Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. - Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. Inglés