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Naomi Clark - A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

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Naomi Clark A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

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Master the Principles and Vocabulary ofGame Design

Why arent videogames gettingbetter? Why does it feel like were playing the samegames, over and over again? Why arent games helping ustransform our lives, like great music, books, and moviesdo?

The problem is language. We stilldont know how to talk about game design. We cantshare our visions. We forget what works (and doesnt). Wedont learn from history. Its too hard toimprove.

The breakthrough starts here. A GameDesign Vocabulary gives us the complete game design framework wedesperately needwhether we create games, study them, reviewthem, or build businesses on them.

Craft amazing experiences. AnnaAnthropy and Naomi Clark share foundational principles, examples,and exercises that help you create great playerexperiencescomplement intuition with designdisciplineand craft games that succeed brilliantly on everylevel.

  • Liberate yourself from stale clichsand genres

  • Tell great stories: go way beyondcutscenes and text dumps

  • Control the crucial relationships betweengame verbs and objects

  • Wield the full power of development,conflict, climax, and resolution

  • Shape scenes, pacing, and playerchoices

  • Deepen context via art, animation, music,and sound

  • Help players discover, understand, engage,and talk back to you

  • Effectively use resistance and difficulty:the push and pull of games

  • Design holistically: integrate visuals,audio, and controls

  • Communicate a design vision everyone canunderstand

  • Naomi Clark: author's other books


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    Appendix A. Further Playing

    The best way to learn more about games is by playing them to understand how they work and what makes them interesting or average, more effective or less effective. To that end, the games listed in this appendix are recommended if youd like to explore more examples of the ideas in this book. Each game has been selected because its relevant to one or more of the preceding chapters and is accompanied by notes on why you might want to play it, information about what technologies or platforms you may need to play the game, and price as of Fall 2013.

    Achievement Unlocked (John Cooney, 2008)
    Resistance

    This simple platforming game also serves as a commentary on the proliferation of nearly meaningless rewards in games: you earn your first achievement simply by loading the game, and you earn three more for watching and clicking the opening screens. Once play begins, you unlock dozens more just by using the games controls, moving and jumping around its single scene, and dying by colliding with its spiked obstacles. There are 99 achievements in all, displayed in a list on one side of the screen; completing them all requires a little bit of platforming skill as well as guesswork and math to solve what the names of the still-locked achievements signify. The resulting experience hovers somewhere between the satisfaction of solving every last task on a list and the awareness that these rewards are simply being handed out like candy.

    Platform: Web
    Price: Free
    http://armorgames.com/play/2893/achievement-unlocked

    American Dream (Stephen Lavelle, Terry Cavanagh, Tom Morgan-Jones, and Jasper Byrne, 2011)
    Scenes, Resistance

    The player assumes the role of a novice stock trader who lives in a modestly furnished apartment and aims to make a million dollars. In each of the games days, the player can spend her money on upgraded furnishings or go to work and invest her money on various stocks that can be bought and sold. One of the games few instructions is Buy low, sell high, and the stock-trading gameplay hinges on seemingly random price fluctuations that the player can predict to some degree by watching the patterns of highs and lows. After finishing trades, the player is returned to a brief moment of pause (and perhaps furniture-buying) in her apartment.

    American Dream lets the player return to stock trading immediately, however, and the temptation to see the latest price changes and cash-in can mean that players spend very little time in the apartment. Because the simple, pixellated graphics of the apartment dont feel drastically different even with the most expensive furniture, the ostensible rewards of the gameplay are eclipsed by the drive to gamble and earn. Unexpectedly, a maximally furnished apartment turns out to be critical for optimal success in the stock market because having the best furniture at later stages of the game allows the player to get an insider trading tip that guarantees huge profits. As the player becomes immensely rich, the difficulty of making money becomes trivial and the games resistance becomes slack, possibly leading players to wonder what the point of so much money actually is.

    Platform: Flash
    Price: Free
    http://ded.increpare.com/~locus/american_dream/

    Analogue: A Hate Story (Christine Love, 2012)
    Verbs, Story

    At the beginning of Analogue, the player enters an empty spaceship that was built to carry a civilization over many generations to a new world. Rather than exploring the ship by walking around it, the player explores the history of the vanished civilization by reading documents that were left behind, now made accessible by interacting with two digital intelligences that still remain in the ship. Much of Analogue involves piecing together and interpreting these fragments, letters, and diary entries to understand the social structure and personal intrigues of the ships passengers, which are based in part on changes in the society of ancient Korea, making the games themes a fascinating blend of history and sci-fi. At certain moments, the verbs available to the player and the visual context of the game become entirely different as youre moved to a stark, monochrome, command-line interface that allows you to control the ships systems directly. Its in these moments that some of the crucial branching points determining the outcome of the story occur.

    Platform: Windows, Mac, Linux
    Price: US $10. Free trial also available.
    http://ahatestory.com/

    The Banner Saga (Stoic, 2014)
    Verbs, Scenes, Resistance, Story

    At the heart of The Banner Saga is a turn-based game of tactics played with teams of characters who move and attack each other on a grid. This game in turn revolves around a constant choice between two verbs: will you wound an enemy units ability to wound you back, or break their armor, making it easier to wound them back? The choice between these two options remains surprisingly rich throughout each battle, especially as your own units become wounded or unable to fight, narrowing the space of possibilities and increasing the feel of resistance. The Banner Sagas story complements this grueling feeling, set in a frozen northland where food is scarce and communities must constantly stay on the move to avoid extinction. Between battles, the player is faced with other kinds of choicesduring dialogue with characters who may support or abandon you in future battles, as well as in events that happen along the constant journey and affect your supply of food and able-bodied warriors.

    Platform: Windows, Mac, Linux
    Price: US $10. Free trial also available.
    http://stoicstudio.com/

    Candy Box (aniwey, 2013)
    Scenes, Resistance, Story

    Candy Box paces the players experience in an interesting way: it starts off by showing the player that she has a pile of candies that increases at the rate of one per second and gives a single verb: eating the candies. If the player waits, more and more choices start to unfold, and the game is revealed as a mixture of farming candies to produce more resources (candies and lollipops) and going on adventures to fight enemies. All the resources needed to progress are generated over long periods of real time, much as in games like Farmville that rely on patience and rote grinding. Interestingly, Candy Box is entirely free and doesnt offer players paid shortcuts past grinding; instead, it gives players ways to optimize and improve their pace of resource generation, keeping a steady pace through more and more surreal adventure levels. Eventually, the story becomes a meta-narrative in which the player challenges a developer for control of the code that underlies the game itself.

    Platform: Web
    Price: Free
    http://candies.aniwey.net/

    Consensual Torture Simulator (Merritt Kopas, 2013)
    Verbs, Resistance, Story

    What does it mean to choose violence as part of a game, or to make a choice at all? Consensual Torture Simulator presents a very different kind of violence than that suggested by the conventional-wisdom notion of violent videogames. In this game, the player chooses what kind of violence to inflict on a consenting sexual partnerwho says early on that her goal is to be brought to tears. As the player, the choice of how and whether to go this far, stop short of the goal, or continue even further is entirely up to you.

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