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Anatomy of Game Design by Smith

modsnap
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CircaEUR 19,05
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Specifiche dell'oggetto

Condizione
Ottime condizioni: Libro che non sembra nuovo ed è già stato letto, ma è in condizioni eccellenti. ...
Book Title
Anatomy of Game Design
Narrative Type
Video Games
Genre
N/A
Topic
Video Games
Intended Audience
N/A
ISBN
9781032387383

Informazioni su questo prodotto

Product Identifiers

Publisher
Taylor & Francis Group
ISBN-10
1032387386
ISBN-13
9781032387383
eBay Product ID (ePID)
4068553956

Product Key Features

Number of Pages
264 Pages
Language
English
Publication Name
Anatomy of Game Design
Publication Year
2024
Subject
Programming / Games, General
Type
Textbook
Author
Tom Smith
Subject Area
Computers, Sports & Recreation
Format
Trade Paperback

Dimensions

Item Length
9 in
Item Width
6 in

Additional Product Features

Intended Audience
Scholarly & Professional
LCCN
2024-019823
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794
Table Of Content
Chapter 01 Introduction Chapter 02 Shovel Knight Chapter 03 Candy Crush Saga Chapter 04 Centipede Chapter 05 Settlers of Catan Chapter 06 Spelunky: Systems Chapter 07 Magic the Gathering Chapter 08 Royale High Chapter 09 Papers, Please Chapter 10 Wrap up
Synopsis
People have played games forever, but it's only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed - including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please ; Magic: The Gathering ; and more - each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking, Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. Each game is then used to discuss larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development., People have played games forever, but it's only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed - including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more - each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking
LC Classification Number
GV1230.S6 2024

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