The Structure of Game Design

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The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games. By understanding how these core principles work in all types of games, you can apply these same principles to design your own game.

Games are about goals, structure, play and fun. While everyone will always have their own idea of what might be “fun”, any game designer can maximize player enjoyment through meaningful choices that offer various risks and rewards. Such challenges, combined with rules and limitations, force players to overcome obstacles and problems using a variety of skills including dexterity, puzzle solving, intelligence, and strategy. Essentially games allow players to venture forth into new worlds and overcome problems in a safe but exciting environment that allows them to triumph in the end.

Just as playing games have proven popular around the world to all ages, genders, and cultures, so has game designing proven equally popular. Games can challenge players to make the best move, solve puzzles, engage in combat, manage resources, and tell stories. By understanding how randomness, psychology, and balance can change the way games play, readers can decide what game elements are best for their own game creation.

Whether your goal is to make money, learn something new, make a social statement, improve on an existing game idea, or challenge your artistic, programming, or design skills, game design can be just as much fun as game playing. By knowing the parts of a game, how they work, how they interact, and why they’re fun, you can use your knowledge to turn any idea into a game that others can play and enjoy.

Author(s): Wallace Wang
Series: International Series on Computer, Entertainment and Media Technology
Publisher: Springer
Year: 2023

Language: English
Pages: 280
City: Cham

Preface
Acknowledgments
Contents
Part I: Design Elements of a Game
Chapter 1: Creating a Game Idea
Thought Exercise
Thought Exercise
Crafting Your Game’s Pitch
Thought Exercise
Thought Exercise
Thought Exercise
Summary
Further Reading
Chapter 2: Defining a Game Idea
Thought Exercise
Thought Exercise
What Will People Play?
Thought Exercise
Thought Exercise
What Will People Do?
Thought Exercise
Enhancing Challenges with Constraints and Limitations
Thought Exercise
Summary
Further Readings
Chapter 3: The Appeal of Games
What Will People Feel?
Thought Exercise
What Will People Remember?
Thought Exercise
What Will the Game Experience Mean in the End?
Thought Exercise
Summary
Further Readings
Chapter 4: Game Design Elements
Game Playing Pieces
Thought Exercise
The Playing Field Boundaries
Thought Exercise
The Game Rules
Thought Exercise
The Game Opponents
Thought Exercise
The Time Element
Thought Exercise
One-Time Play vs. Repeated Play
Thought Exercise
Summary
Further Reading
Chapter 5: Understanding Game Loops
Thought Exercise
Identifying Macro and Micro Game Loops
Thought Exercise
Defining Actions Within Each Loop
Thought Exercise
Common Types of Game Loops
The Goal Loop
Thought Exercise
The Inventory Loop
Thought Exercise
The Movement Loop
Thought Exercise
The Combat Loop
Thought Exercise
Summary
Further Readings
Chapter 6: Randomness in Games
Dealing with the Imperfection of Randomness
Thought Exercise
Using Randomization in Games
Thought Exercise
Input vs. Output Randomization
Thought Exercise
Independent vs. Dependent Probability
Thought Exercise
Summary
Further Readings
Chapter 7: Psychology in Games
Aiding Navigation
Thought Exercise
Creating Emotional Experiences
Thought Exercise
Motivating Players
Thought Exercise
The Appeal of Near Misses
Thought Exercise
Dealing with Toxic Behavior
Thought Exercise
Summary
Further Readings
Chapter 8: Game Balance
Thought Exercise
Balancing Quantity vs. Quality
Thought Exercise
Game Balance Is About Risk vs. Reward
Thought Exercise
Defining the Cost of Advantages and Disadvantages
Thought Exercise
Analyzing for Game Balance
Thought Exercise
The Mathematics of Game Balancing
Thought Exercise
Summary
Further Readings
Part II: Finding the Fun in Games
Chapter 9: Understanding Fun
Expectation in Games
Thought Exercise
Predictability in Games
Thought Exercise
Exploring New Worlds in Games
Thought Exercise
Choice and Control in Games
Thought Exercise
Achievement in Games
Thought Exercise
Community in Games
Thought Exercise
Summary
Further Reading
Chapter 10: Fun in Movement
Thought Exercise
Controlling Movement
Thought Exercise
The Purpose of Movement Within a Game
Thought Exercise
Making Movement Fun
Thought Exercise
Summary
Further Readings
Chapter 11: Fun in Puzzles
The Risks of Puzzles
Thought Exercise
Designing a Puzzle
Thought Exercise
The Purpose of Puzzles
Thought Exercise
Types of Puzzles
Thought Exercise
Summary
Further Readings
Chapter 12: Fun in Combat
The Weapons Arsenal
Thought Exercise
Positioning for Combat
Thought Exercise
Fighting in Different Environments
Thought Exercise
Using Skill in Combat
Thought Exercise
Creating Depth in Combat
Thought Exercise
Real-Time vs. Turn-Based Combat
Thought Exercise
The Consequences of Combat
Thought Exercise
Summary
Further Readings
Chapter 13: Fun in Strategy
Understanding the Game Rules
Thought Exercise
Evaluating All Possible Choices
Thought Exercise
Evaluating Possible Consequences
Thought Exercise
Anticipating the Opponent’s Strategy
Thought Exercise
Characteristics of Strategy Games
Thought Exercise
Summary
Further Readings
Chapter 14: Fun in Economics
Thought Exercise
Shaping Player Behavior
Thought Exercise
Types of Resources
Thought Exercise
The Psychology of Money
Thought Exercise
Summary
Further Readings
Chapter 15: Fun in Storytelling
Thought Exercise
The Elements of a Game Story
Thought Exercise
Creating a Game World
Thought Exercise
Using Story to Define the Path to the Goal
Thought Exercise
The Importance of Plot in a Story
Thought Exercise
Summary
Further Readings
Part III: Creating a Game
Chapter 16: Turning a Game Idea into a Real Game
Types of Paper-Based Games
Thought Exercise
Types of Digital Games
Thought Exercise
Choosing a Video Game Type
Thought Exercise
Summary
Further Readings
Chapter 17: Prototyping
Thought Exercise
What to Prototype
Thought Exercise
The Parts of a Prototype
Thought Exercise
Paper vs. Digital Prototypes
Thought Exercise
Summary
Further Readings
Chapter 18: Card Game Prototypes
Thought Exercise
Setting Up a Card Game
Thought Exercise
The Game Sequence of a Card Game
Thought Exercise
Defining the Winning Conditions of a Card Game
Thought Exercise
Defining Card Types
Thought Exercise
Summary
Further Readings
Chapter 19: Understanding Game Engines
How to Use a Game Engine
Different Game Types
Thought Exercise
Platform Support
Thought Exercise
Programming Language Options
Thought Exercise
Using Specialty Game Engines
Thought Exercise
Choosing a Game Engine
Thought Exercise
Summary
Further Reading
Chapter 20: Playing Field Prototypes
Defining Playing Field Boundaries
Thought Exercise
Defining Movement Within the Playing Field
Thought Exercise
Defining a Goal in the Playing Field
Thought Exercise
Defining Obstacles and Resources in the Playing Field
Thought Exercise
Summary
Further Reading
Chapter 21: Level Design Prototypes
Exploring the Game World
Thought Exercise
Teaching New Skills
Thought Exercise
Telling a Story Through Levels
Thought Exercise
The Mechanics of Level Design
Thought Exercise
Summary
Further Reading
Chapter 22: Movement Prototypes
Types of Movement
Thought Exercise
Testing Distances of Movement
Thought Exercise
Movement for Other Purposes
Thought Exercise
Prototyping Real-Time Movement
Thought Exercise
Summary
Further Reading
Chapter 23: Combat Prototypes
Choosing Weapons
Thought Exercise
Determining If an Attack with a Weapon Hits
Thought Exercise
Understanding Combat Results Tables (CRTs)
Thought Exercise
Summary
Further Readings
Chapter 24: Resource Management Prototypes
Testing Resources
Thought Exercise
Testing the Results of Game Items
Thought Exercise
Testing Short and Long-Term Time Limits
Thought Exercise
Summary
Further Reading
Chapter 25: Puzzle Prototypes
Defining Puzzle Solutions
Thought Exercise
Testing Core Mechanics
Thought Exercise
Testing Puzzle Clues
Thought Exercise
Adding a Theme to a Puzzle
Thought Exercise
Making Puzzles Solvable
Thought Exercise
Summary
Further Reading
Chapter 26: Selling a Game to the Market
Thought Exercise
Becoming a Professional Game Developer
Thought Exercise
Making Money with Games
Summary
Further Reading
Appendices
Appendix A: Gaming Supplies and Open Source Video Games
Appendix B: PC Bootup Game Rules
Game Components
Problem Cards
Solution Cards
Safety Cards
Program Cards
How to Win
How to Play
Sample Game Play
Turn #1
Turn #2
Turn #3
Turn #4
Turn #5
Campaign Game
Game Components
About PC Boot Up – The Game
Game Designer Notes
Appendix C: PC Bootup Game Playing Cards
Index