100 principles of game design / One hundred principles of game design Hundred principles of game design Game design Wendy Despain, editor ; Keyvan Acosta ... [et al.]. - [Berkeley, Calif.] : New Riders, c2013. - 223 p. : ill. (chiefly col.) ; 26 cm. - NRG . - NRG. .

Includes index.

1. Universal principles for game innovation : A/symmetric play and synchronicity ; Aces high, jokers wild ; Bartle's player types ; Cooperative vs. oppositional ; Fairness ; Feedback loops ; Gardner's multiple intelligences ; Howard's law of occult game design ; Information ; Koster's theory of fun ; Lazzaro's four keys to fun ; Magic circle ; Making moves ; MDA: mechanics, dynamics, and aesthetics ; Memory vs. skill ; Minimax and maximin ; Nash equilibrium ; Outcomes: Pareto optimality ; Payoffs ; Prisoner's dilemma ; Puzzle development ; Rock, paper, scissors ; Seven universal emotions ; Skinner box ; Social ties ; Tragedy of the commons ; Transparency ; VandenBerghe's five domains of play ; Volunteer's dilemma -- 2. Universal principles for game creation : The 80/20 rule ; Brainstorming methods ; Consumer surplus ; Core gameplay loop ; Define the problem ; Design by committee ; Environmental storytelling ; Experience design ; Flow ; Four ways to be creative ; Game genres ; Game pillars ; Game tropes ; Gestalt ; House rules ; Iteration ; Magic wand ; Metagames ; Objects, attributes, states ; Ooh, shiny! ; Paper prototyping ; Pick two: fast, cheap, good ; Play testing ; Problem-solving obstacles ; Prototyping ; Risk assessment ; Supply and demand ; Synergy ; Theme ; Time and money ; User-centered design ; Wayfinding -- 3. Universal principles for game balancing : Addition pathways ; Attention vs. perception ; Balancing and tuning ; Details ; Doubling and halving ; Economies of scale ; Errors players make ; Errors without punishment ; Hick's law ; Interest curve ; Learning curve ; Loss aversion ; Maslow's hierarchy of needs ; Min/maxing ; Punishment ; Sandbox vs. on rails ; Ten minutes of sustained attention ; Variable rewards -- 4. Universal principles for troubleshooting : Advance organizers ; Affordance cues ; The Buster principle ; Cognitive biases ; Dominant strategy ; Fitts' law ; Fundamental attribution error ; Golden ratio ; Griefing ; Hype ; Instant vs. delayed gratification ; Krug's first law of usability ; Music and dopamine ; Pacing ; Problem-solving approaches ; Satisficing vs. optimizing ; Sense of accomplishment ; Spatial awareness ; Time dilation ; Working memory ; Zero-sum game.

9780321902498 (pbk.) 0321902491 (pbk.)

2012538682

GBB2B4309 bnb

016210092 Uk


Computer games--Design.
Computer games--Programming.
Computer games--Design.
Computer games--Programming.

QA76.76.C672 / A15 2013

794.81 INT 2013