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Michael Sellers - Advanced Game Design: A Systems Approach

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Michael Sellers Advanced Game Design: A Systems Approach
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In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains:

  • What games are, and how systems thinking can help you think about them more clearly
  • How to systematically promote engagement, interactivity, and fun
  • What you can learn from MDA and other game design frameworks
  • How to create gameplay and core loops
  • How to design the entire player experience, and how to build game mechanics that work together to create that experience
  • How to capture your games big idea and Unique Selling Proposition
  • How to establish high-level and background design and translate it into detailed design
  • How to build, playtest, and iterate early prototypes
  • How to build your game design career in a field that keeps changing at breakneck speed

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ACKNOWLEDGMENTS

Any book is a journey in the writing. I would like to thank all of my family members, friends, and colleagues who have over the years helped me sharpen my thoughts on game design and who urged me, sometimes forcefully, to take this journey. In particular, Id like to thank Ted Castronova and Jeremy Gibson Bond for their continuous support; my students in the Game Design program at Indiana University for playtesting this book with me; and most of all my wife, Jo Anna, for her unwavering love, support, and inspiration across many years and adventures.

Id also like to thank Kees Luyendijk for taking on the role of illustrator and early reader for this book, while also being a graduate student! I am grateful, too, to Laura Lewin, Chris Zahn, and the rest of the editing team at Pearson Education for their guidance and support in making this book a reality, and to Daniel Cook and Ellen Guon Beeman for being such generous, thoughtful, and incisive technical reviewers. This book could not have happened without the hard work of each of these individuals.

ABOUT THE AUTHOR

Michael Sellers is Director of the Game Design program and a Professor of Practice at Indiana University in Bloomington, Indiana.

Sellers has worked as a professional game designer since 1994, with a focus on designing social, mobile, and massively multiplayer online games (MMOs). He has started and run three successful game studios and has also worked for notable game developers such as 3DO, Electronic Arts, Kabam, and Rumble Entertainment as a lead designer, executive producer, general manager, and creative director.

His first commercial game was the award-winning Meridian 59, the first 3D MMO, released in 1996. He was also the lead designer on The Sims 2, Ultima Online, Holiday Village, Blastron, and Realm of the Mad God, among other games.

In addition to his work in games, Sellers has conducted and published original research in artificial intelligence. His AI research, partly funded by the U.S. Defense Advanced Research Projects Agency (DARPA), focuses on social artificial intelligencecreating agents that behave plausibly in social situations. As part of this effort, Sellers has published groundbreaking work on enabling artificially intelligent agents to learn, form social relationships, and have and express emotions based on a unifying psychological architecture.

Sellers has a BS in cognitive science. In addition to working on games and AI, he has worked as a software engineer, user interface designer, RPG miniatures sculptor, and briefly as a circus roustabout and movie extra.

He has a Bacon number of 2 and hopes someday to have an Erdos number.

BIBLIOGRAPHY

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Alexander, L. 2014. A Dark Rooms Unique Journey from the Web to iOS. Accessed March 25, 2017. http://www.gamasutra.com/view/news/212230/A_Dark_Rooms_unique_journey_from_the_web_to_iOS.php.

. 2012. GDC 2012: Sid Meier on How to See Games as Sets of Interesting Decisions. Accessed 2016. http://www.gamasutra.com/view/news/164869/GDC_2012_Sid_Meier_on_how_to_see_games_as_sets_of_interesting_decisions.php.

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Aristotle. 350 BCE. Metaphysics. Accessed September 3, 2017. http://classics.mit.edu/Aristotle/metaphysics.8.viii.html.

Armson, R. 2011. Growing Wings on the Way: Systems Thinking for Messy Situations. Triarchy Press.

Army Training and Doctrine Command. 1975. TRADOC Bulletin 2. Soviet ATGMs: Capabilities and Countermeasures (Declassified). U.S. Army.

Bartle, R. 1996. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Accessed March 20, 2017. http://mud.co.uk/richard/hcds.htm.

Bateman, C. 2006. Mathematics of XP. August 8. Accessed June 15, 2017. http://onlyagame.typepad.com/only_a_game/2006/08/mathematics_of_.html.

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Birk, M., I. Iacovides, D. Johnson, and R. Mandryk. 2015. The False Dichotomy Between Positive and Negative Affect in Game Play, Proceedings of CHIPlay. London.

Bjork, S., and J. Holopainen. 2004. Patterns in Game Design. New York: Charles River Media.

Bogost, Ian. 2009. Persuasive Games: Familiarity, Habituation, and Catchiness. Accessed November 24, 2016. http://www.gamasutra.com/view/feature/3977/persuasive_games_familiarity_.php.

Booth, J. 2011 GDC Vault 2011Prototype Through Production: Pro Guitar in ROCK BAND 3. Accessed September 11, 2017. http://www.gdcvault.com/play/1014382/Prototype-Through-Production-Pro-Guitar.

Box, G., and N. Draper. 1987. Empirical Model-Building and Response Surfaces. Wiley.

Bretz, R. 1983. Media for Interactive Communication. Sage.

Brooks, F. 1995. The Mythical Man-Month: Essays on Software Engineering. Addison-Wesley.

Bruins, M. 2009. The Evolution and Contribution of Plant Breeding to Global Agriculture, Proceedings of the Second World Seed Conference. Accessed September 3, 2017. http://www.fao.org/docrep/014/am490e/am490e01.pdf.

Bura, S. 2008. Emotion Engineering in Videogames. Accessed July 28, 2017. http://www.stephanebura.com/emotion/.

Caillois, R, and M. Barash. 1961. Man, Play, and Games. University of Illinois Press.

Capra, F. 2014. The Systems View of Life: A Unifying Vision. Cambridge University Press.

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Card, S., T. Moran, and A. Newell. 1983.

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