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ویرایش:
نویسندگان: Tom Smith
سری:
ISBN (شابک) : 9781032387550, 9781003346586
ناشر: CRC Pressr
سال نشر: 2024
تعداد صفحات: 274
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 4 مگابایت
در صورت تبدیل فایل کتاب Anatomy of Game Design به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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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