Game Mechanics Advanced Game Design
by Adams, Ernest; Dormans, JorisRent Book
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Summary
Author Biography
Table of Contents
| Introduction | p. xi |
| Who Is This Book For? | p. xii |
| How Is This Book Organized? | p. xii |
| Companion Website | p. xiii |
| Designing Game Mechanics | p. 1 |
| Rules Define Games | p. 1 |
| Discrete Mechanics vs. Continuous Mechanics | p. 9 |
| Mechanics and the Game Design Process | p. 12 |
| Prototyping Techniques | p. 15 |
| Summary | p. 21 |
| Exercises | p. 22 |
| Emergence and Progression | p. 23 |
| The History of Emergence and Progression | p. 23 |
| Comparing Emergence and Progression | p. 24 |
| Games of Emergence | p. 26 |
| Games of Progression | p. 30 |
| Structural Differences | p. 37 |
| Emergence and Progression Integration | p. 39 |
| Summary | p. 41 |
| Exercise | p. 42 |
| Complex Systems and the Structure of Emergence | p. 43 |
| Gameplay as an Emergent Property of Games | p. 43 |
| Structural Qualities of Complex Systems | p. 47 |
| Harnessing Emergence in Games | p. 57 |
| Summary | p. 58 |
| Exercises | p. 58 |
| Internal Economy | p. 59 |
| Elements of Internal Economies | p. 59 |
| Economic Structure | p. 62 |
| Uses for Internal Economies in Games | p. 71 |
| Summary | p. 78 |
| Exercises | p. 78 |
| Machinations | p. 79 |
| The Machinations Framework | p. 79 |
| Machinations Diagram Basic Elements | p. 82 |
| Advanced Node Types | p. 93 |
| Modeling Pac-Man | p. 98 |
| Summary | p. 104 |
| Exercises | p. 104 |
| Common Mechanisms | p. 107 |
| More Machinations Concepts | p. 107 |
| Feedback Structures in Games | p. 113 |
| Randomness vs. Emergence | p. 126 |
| Example Mechanics | p. 130 |
| Summary | p. 144 |
| Exercises | p. 145 |
| Design Patterns | p. 147 |
| Introducing Design Patterns | p. 147 |
| Machinations Design Pattern Language | p. 151 |
| Leveraging Patterns for Design | p. 168 |
| Summary | p. 169 |
| Exercises | p. 170 |
| Simulating and Balancing Games | p. 171 |
| Simulated Play Tests | p. 171 |
| Playing with Monopoly | p. 179 |
| Balancing SimWar | p. 187 |
| From Model to Game | p. 195 |
| Summary | p. 195 |
| Exercises | p. 196 |
| Building Economies | p. 197 |
| Economy-Building Games | p. 197 |
| Analyzing Caesar III | p. 199 |
| Designing Lunar Colony | p. 206 |
| Summary | p. 219 |
| Exercises | p. 220 |
| Integrating Level Design and Mechanics | p. 221 |
| From Toys to Playgrounds | p. 221 |
| Missions and Game Spaces | p. 229 |
| Learning to Play | p. 238 |
| Summary | p. 244 |
| Exercises | p. 246 |
| Progression Mechanisms | p. 247 |
| Lock-and-Key Mechanisms | p. 247 |
| Emergent Progression | p. 258 |
| Summary | p. 270 |
| Exercises | p. 270 |
| Meaningful Mechanics | p. 271 |
| Serious Games | p. 271 |
| Communication Theory | p. 276 |
| The Semiotics of Games and Simulations | p. 282 |
| Multiple Layers of Meaning | p. 294 |
| Summary | p. 299 |
| Exercises | p. 300 |
| Machinations Quick Reference | p. 301 |
| Design Pattern Library | p. 303 |
| Static Engine | p. 303 |
| Dynamic Engine | p. 305 |
| Converter Engine | p. 308 |
| Engine Building | p. 311 |
| Static Friction | p. 314 |
| Dynamic Friction | p. 316 |
| Stopping Mechanism | p. 319 |
| Attrition | p. 321 |
| Escalating Challenge | p. 325 |
| Escalating Complexity | p. 327 |
| Arms Race | p. 330 |
| Playing Style Reinforcement | p. 333 |
| Multiple Feedback | p. 336 |
| Trade | p. 336 |
| Worker Placement | p. 336 |
| Slow Cycle | p. 336 |
| Getting 5tarted with Machinations | p. 337 |
| References | p. 338 |
| Index | p. 341 |
| Table of Contents provided by Ingram. All Rights Reserved. |
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