Theory of Fun for Game Design"O'Reilly Media, Inc.", 2005 - Всего страниц: 244 A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry. |
Содержание
Why write this book? | 2 |
How the brain works | 12 |
What games are | 34 |
What games teach us | 48 |
What games arent | 80 |
Different fun for different folks | 100 |
The problem with learning | 110 |
The problem with people | 128 |
Games in context | 140 |
The ethics of entertainment | 160 |
Where games should go | 172 |
Taking their rightful place | 184 |
Fun matters Grandpa | 200 |
Notes | 224 |
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activity algorithm art form basic Ben Cousins better board game brain called challenges CHAPTER checkers chess Choplifter chunked classic cognitive complex consider create dance Dani Bunten Berry Deathrace emotions entertainment example experience fact feel female fiction field film first-person shooter formal systems Galaxian game design Game Developers gameplay gamers Games do need games teach gender genre graph grok human condition important interactive jump kids look ludemes master mathematical means mechanics medium move movie Pac-Man patterns piece Platform games platformer play games player power-up problem puzzle games Raph Koster reality Red Queen's Race role-playing games shape shmup shooter simulators skills social Sony Online Entertainment sorts Space Invaders spatial stories tend term Tetris Theory of Fun there's things tic-tac-toe tion trellis types understanding video games words writing Zaxxon

