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دانلود کتاب Anatomy of Game Design

دانلود کتاب آناتومی طراحی بازی

Anatomy of Game Design

مشخصات کتاب

Anatomy of Game Design

ویرایش: 1 
نویسندگان:   
سری:  
ISBN (شابک) : 1032387386, 9781032387383 
ناشر: CRC Press 
سال نشر: 2024 
تعداد صفحات: 0 
زبان: English 
فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 21 مگابایت 

قیمت کتاب (تومان) : 59,000



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فهرست مطالب

Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Acknowledgments
About the Author
Chapter 1: Game Dissections
	What Is a Game?
		Interactivity
		Choices
		Skill
		Goals
		Rules
		Uncertainty
		Challenges
		Pretend
	Why Dissection?
		Pre-Dissection
		Game Design Is Thievery
		Meta-Dissection
Chapter 2: Shovel Knight / Verbs
	Shovel Knight: Gameplay Dissection
		Verbs
		Advanced Verb-ing
		Direct Action Verbs
		Indirect Action Verbs
		Abstract Verbs
		Interface Verbs
		Games as Input/Output
		Verbed Input/Output
	Understanding Verbs
	Overlapping Verbs with Different Rules
	Overlapping Verbs with Different Goals
	Verb to the Goal
	Big Verbs
		More to Come
	Shovel Knight: Non-Gameplay Dissection
		Senses
		History and Influences
		Monetization
		Narrative
		Emotions
		Meaning
Chapter 3: Candy Crush Saga / Goals
	Candy Crush Saga
	Candy Crush Saga – Gameplay Dissection
		Verbs
		Goals
		Challenge
	Candy Crush Saga – Non-Gameplay Dissection
		Technology
		Senses
		Emotion and Narrative
		Money
		History
		Meaning
	Goals
		Other Goals
		Player-Generated Goals
		Events
		Secret Verbs
		Verbs and Goals
		Goal Design
Chapter 4: Centipede / Dynamics
	Centipede
	Centipede – Gameplay Dissection
		Verbs
		Goals
		Action Goals
		Challenge
		Flow
		Rules
			Using Rules to Identify Changes
		Progression
	Centipede – Non-Gameplay Dissection
		Senses
		History
		Money
		Narrative and Emotion
		Meaning
	Dynamics
		Dynamics in Centipede
		Dynamics: Phases
	Systems
		Centipede Systems
			High-Level Systems
		System Dynamics
		System Visualization
		Dissecting Systems
		Mapping Non-Existent Systems
			Systems: To Be Continued
Chapter 5: Settlers of Catan / Uncertainty
	Catan – Gameplay Dissection
		Verbs
		Goals
		Challenges
		Core Loop
	Catan – Non-Gameplay Dissection
		History
		Monetization
		Senses
		Narrative
		Meaning
	Uncertainty
		Types of Uncertainty
		Uncertainty in Catan
		How Uncertainty Works
		Game State
		Benefits of Uncertainty
			Uncertainty Tends to Avoid Analysis Paralysis
			Uncertainty Makes Games More Varied
		Benefits of Randomness
			Randomness Tends to Make a Game Easier
			Randomness Allows Mixed Groups to Have Fun Together
			Randomness Tends to Make a Game More Widely Appealing to a Large Audience
			Randomness Provides a Catch-Up Mechanic
		Downsides of Randomness
			Punishes the Best Players
			Takes Away Earned Rewards
			Can Overwhelm Choices
		Downsides of Uncertainty
		Building Randomness in Catan
			Initial Board Setup
			Resource Production
			Development Deck
			Rolling a Seven
	Certainty about Uncertainty
Chapter 6: Spelunky / Systems
	Spelunky
	Spelunky – Gameplay Dissection
		Verbs
		Goals
		Challenges
		Progression
	Spelunky – Non-Gameplay Dissection
		Senses
		History
		Money
		Emotions
		Meaning
	Systems
		Understanding Fun
		Procedural Fun
		Systems Thinking
		Dissecting Systems
		System Link
		Systems Thinking
			Systems Thinking – Feedback Loops
		Deep Systems
		Systems Are Fun
Chapter 7: Magic: The Gathering / Content
	Magic: The Gathering
	Magic: The Gathering – Gameplay Dissection
		Verbs
		Goals
		Challenges
		Examples
		States
		Systems
			Mana
			Combat
			Spells
			Deck Building
			More Systems
	Magic: The Gathering – Non-Gameplay Dissection
		History
		Money
		Technology
		Senses
		Emotion
		Narrative
		Meaning
	Content
		Repeating Core Loops
		Progression
		Difficulty Curves
		Fun Content
		Content Flow
		Good Ingredients
Chapter 8: Royale High / Audience
	Royale High
	Royale High – Gameplay Dissection
		Verbs
		Goals
		The Past
		Challenges
		Dynamics
		Systems
	Royale High – Non-Gameplay Dissection
		Technology
		Senses
		Narrative
		Emotion
		Money
		History
		Meaning
	Audience
		Interactivity
		Dissecting Audience
		Understanding Audiences
		Understanding Other People
			Talking to People
		Understanding Non-Existent Audiences
		Understanding Goals
Chapter 9: Papers, Please / Meaning
	Papers, Please
	Papers, Please – Gameplay Dissection
		Verbs
		Goals
		Challenges
		Systems
	Papers, Please – Non-Gameplay Dissection
		History
		Senses
		Emotion
		Money
		Meaning
	Games Are about Something
		How Does Papers, Please Do This?
			Papers, Please Works because There Is a Message That Makes Sense
			Papers, Please Works because There Is Consistent Attention to Detail
			Papers, Please Works because It Has Sub-themes
			Papers, Please Works because Its Theme Evokes Emotion
			Papers, Please Works because the Message Is Well-suited to the Medium
		How Can You Do This?
			Know Your Themes
			Theme Everything
			Vision
		Games Matter
Chapter 10: Post Mortem
Bibliography – Games
Bibliography – Non-Game
Index




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