Game design theory : a new philosophy for understanding games /
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Author / Creator: | Burgun, Keith. |
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Imprint: | Boca Raton, FL : A K Peters/CRC Press, c2013. |
Description: | xxii, 165 p. : ill. ; 24 cm. |
Language: | English |
Subject: | |
Format: | Print Book |
URL for this record: | http://pi.lib.uchicago.edu/1001/cat/bib/8914710 |
Table of Contents:
- Foreword
- Introduction
- The Death of Tetris
- Our Story
- My Story
- Problem Statement
- On Game Design
- Game Design Theory Today
- What This Book Is
- What This Book Is Not
- 1. The Concept of Game
- Definitions
- Mapping Interactive Systems
- Thinking about Games
- 2. On Game Design
- The Medium and the Message
- Understanding Design
- Establishing Standards
- Symmetry
- False Choices and Other Sins
- Take Nothing for Granted
- Becoming an Expert
- Related Disciplines
- Teaching Your Game
- Conclusion
- 3. How We Got Here
- Ancient Board Games
- Sports in History
- Playing Card Evolution
- The 20th Century
- How Far Have We Come?
- Video-Game Generations and Other Developments
- Other Notable Areas
- Looking Back
- 4. Through the Lens: Video Games
- Problems Common to Most Genres
- Brawlers
- 3D Third-Person Action
- Real-Time Strategy
- Turn-Based Strategy
- Role-Playing Games
- Sports Games
- Racing Games
- Fighting Games
- FPS Games
- Platformers
- Other Genres
- Video "Games"
- 5. Through the Lens: Board Games
- The Problem with Board Games
- Area-Control Games
- Bidding Games
- War Games
- Role-Playing Games
- Cooperative Games
- Role-Selection and Worker-Placement Games
- Card Games
- Abstract Games
- Other Genres
- 6. Predictions
- The Resistance
- The Media
- Rise of the Indies
- Merging Worlds
- Renaissance
- Purpose
- Index