Casual Game Design Designing Play for the Gamer in ALL of Us 1st Edition by Gregory Trefry – Ebook PDF Instant Download/Delivery. 9781498717359 ,1498717357
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Product details:
ISBN 10: 1498717357
ISBN 13: 9781498717359
Author: Gregory Trefry
Casual Game Design Designing Play for the Gamer in ALL of Us 1st Edition Table of contents:
Chapter 1. What Is Casual Gaming?
It Started in Solitude
Bedazzled
The Next Swing in Casual Gaming
Casual Queens versus Genre Kings
Why Now?
Summary
Chapter 2. The Game Mechanic at Work
The Role of the Game Designer
Video Game Designers
Board Game Designers
The Responsibilities of the Game Designer
Work as Part of the Team
Generate the Concept
Craft the Rules
Be Concise and Exact
Be Firm
Can’t vs. Must
Instructions Are Rules Too
Avoid Too Many Special Cases
State the Game’s Goal Upfront
Tell the Rules Like a Story
Give Examples
Organize Play into Phases
Write Game and Software Specifications
General Summary
Table of Contents
Story/Theme Information
General Look and Feel
Summary of Gameplay
Information Architecture
Specifications for Specific Features
Guide the Implementation
Playtest the Game
Refine the Concept
Design the Levels
Be Empathetic
If You Can’t Beat Your Level, then It’s Waaaaaaaay too Hard
Design for the General Audience, not the Hardcore
Ease Players into the Game
Don’t Forget to Challenge Players
Build Levels Around a Central Concept
Teach Players to Play the Level
Give Players Room to Explore
Occasionally Break Your Own Rules (With Care)
Create a Plan
Vary Your Levels
Refine, Play and Refine
Playtest
Becoming a Game Designer
Becoming a Professional Game Designer
Why Be a Casual Game Designer
Summary
Chapter 3. Play Is the Thing
The Liminal Moment
The Rush to Complexity
The Push toward Simplicity
Patterns of Play
Tapping Play for Games
Physical Play
Playing with Others
Playing with Things
Playacting
Daredevilry/Push-Your-Luck
Defining Games
A Designers Definition
Intrinsic Qualities
Governed by Rules
Uncertain
Extrinsic Qualities
Voluntary
Boundaries
Summary
Chapter 4. Matching
Bejeweled: The Casual Ideal
LEGO Fever and Luxor: The Necessity of Constraints
Snood: Matching as Means to an End
Summary
Chapter 5. Sorting
Klondike Solitaire vs. Spider Solitaire: More Choices, More Complexity
Drop 7: Foiled by Randomness
Wurdle vs. Bookworm: The Replacements
Jojo’s Fashion Show: Sorting the World Through Play
Summary
Chapter 6. Seeking
Mystery Case Files: Huntsville: Simple Seek-and-Find
Azada: Introducing Logic to Seeking
Summary
Chapter 7. Managing
Diner Dash: Spinning Plates
Cake Mania: Managing and Matching
Managing Attention
Insaniquarium: Overwhelming Yourself
Flight Control: Being Overwhelmed
Summary
Chapter 8. Hitting
Natural Feedback
Scaling with Skill
Whac-A-Mole: 30 Seconds of Primal Pleasure
Wii Tennis: The Swing Is the Thing
Summary
Chapter 9. Chaining
Diner Dash: Pushing Your Luck
Summary
Chapter 10. Constructing
Tetris and Crayon Physics: Two Approaches to Building
Creative Construction
Line Rider: A Toy for Self-Expression
Top Chef: A Game for Self-Expression
Summary
Chapter 11. Bouncing, Tossing, Rolling and Stacking
Bow Man 2: Experimentation and Repetition
Paper Toss: Simple Choices with Unclear Outcomes
Jenga: The Inherent Drama of Gravity
World of Goo: From Toy to Game
Peggle: Balancing Mystery and Legibility
Summary
Chapter 12. Socializing
Apples to Apples: Reading People, Not the Game
Rock Band: Becoming a Band
What to Wear: Tapping the Wisdom of Crowds
Summary
Index
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