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John Sharp - Games, Design and Play: A Detailed Approach to Iterative Game Design

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John Sharp Games, Design and Play: A Detailed Approach to Iterative Game Design

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The play-focused, step-by-step guide tocreating great game designs

This book offers a play-focused,process-oriented approach for designing games people will loveto play. Drawing on a combined 35 years of design and teachingexperience, Colleen Macklin and John Sharp link the concepts andelements of play to the practical tasks of game design. Usingfull-color examples, they reveal how real game designers think andwork, and illuminate the amazing expressive potential of great gamedesign.

Focusing on practical details, this bookguides you from idea to prototype to playtest and fully realizeddesign. Youll walk through conceiving and creating agames inner workings, including its core actions, themes,and especially its play experience. Step by step, youllassemble every component of your videogame,creating practically every kind of play: from cooperative tocompetitive, from chance-based to role-playing, and everything inbetween.

Macklin and Sharp believe that games are foreveryone, and game design is an exciting art form with anearly unlimited array of styles, forms, and messages. Cuttingacross traditional platform and genre boundaries, they help youfind inspiration wherever it exists.

Games, Design and Play is forall game design students, and for beginning-to-intermediate-levelgame professionals, especially independent game designers. Bridgingthe gaps between imagination and production, it will help youcraft outstanding designs for incredible playexperiences!

Coverage includes:

  • Understanding core elements of play design: actions, goals,rules, objects, playspace, and players

  • Mastering tools such as constraint, interaction,goals, challenges, strategy, chance, decision, storytelling, andcontext

  • Comparing types of play and player experiences

  • Considering the demands videogames make on players

  • Establishing a games design values

  • Creating design documents, schematics, and trackingspreadsheets

  • Collaborating in teams on a shared design vision

  • Brainstorming and conceptualizing designs

  • Using prototypes to realize and playtest designs

  • Improving designs by making the most of playtestingfeedback

  • Knowing when a design is ready for production

  • Learning the rules so you can break them!

  • John Sharp: author's other books


    Who wrote Games, Design and Play: A Detailed Approach to Iterative Game Design? Find out the surname, the name of the author of the book and a list of all author's works by series.

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    Works Cited
    Introduction

    anthropy, anna, and Naomi Clark. A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design. Boston, MA: Addison-Wesley Professional, 2014.

    Fullerton, Tracy. Game Design Workshop: A Playcentric Guide to Creating Innovative Games, 3rd edition. Bacon Raton, FL: CRC Press, 2015.

    Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press, 2003.

    Chapter 1

    anthropy, anna. Queers in Love at the End of the World. (browser game), 2014.

    anthropy, anna, Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-Outs, Queers, Housewives, and People Like You Are Taking Back an Art Form. New York: Seven Stories Press, 2012.

    Atari, Inc. Pong. Atari, Inc. (arcade), 1972.

    The Chinese Room, Dear Esther. The Chinese Room (Macintosh), 2012.

    Costikyan, Greg. I Have No Words & I Must Design, Interactive Fantasy. No. 2, 1994.

    Exquisite Corpse. Traditional parlor game.

    Hickey, Dave. The Heresy of Zone Defense, in Air Guitar: Essays on Art & Democracy. Los Angeles, CA: Art Issues Press, 1997.

    Hopscotch. Traditional schoolyard game.

    Meadows, Donella. Thinking in Systems: A Primer. White River Junction, VT: Chelsea Green Publishing, 2008.

    Mojang, Minecraft. Mojang (Windows), 2009.

    Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press, 2003.

    Soccer. Traditional sport.

    Chapter 2

    Atari, Inc. Pong. Atari, Inc. (Arcade game), 1972.

    Burke, Liam. Dog Eat Dog. Liam Burke (tabletop roleplaying game), 2013.

    Cardboard Computer, Kentucky Route Zero. Cardboard Computer (Steam), 20132014.

    Chess. Traditional boardgame.

    Coco & Co., Way. Coco & Co (Macintosh), 2012.

    Costikyan, Greg. Uncertainty in Games. Cambridge, MA: The MIT Press, 2015.

    Cziksentmihalyi, Mihaly, Flow: The Psychology of Optimal Experience. New York: Harper Perennial Modern Classics, 2008.

    Darts. Traditional sport.

    Foddy, Bennett. Speed Chess. Bennett Foddy (site-specific software), 2014.

    Friedhoff, Jane, Slam City Oracles. Jane Friedhoff (Macintosh), 2015.

    The Fullbright Company, Gone Home. Majesco Entertainment (Steam), 2013.

    Go. Traditional boardgame.

    Hide and Seek, Tiny Games. Hide and Seek (iOS), 2013.

    Key, Ed, and David Kanaga, Proteus. Curve Digital (Steam), 2013.

    Klamer, Reuben. The Game of Life. Milton Bradley (boardgame), 1960.

    Leacock, Matt, Pandemic. Z-Man Games (boardgame), 2007.

    Messhof, Flywrench. Messhof (Steam), 2015.

    Naismith, James, Basketball. (sport), 1891.

    Ninja. Traditional street game.

    Nuchallenger, Treachery in Beatdown City. Nuchallenger (Macintosh), 2016.

    Number None, Inc. Braid. Number None Inc. (Xbox 360), 2008.

    Nutt, Christian. Road to the IGF: Lea Schonfelder and Peter Lus Perfect Woman Gamasutra. February 24, 2014.

    Pachinko. Traditional arcade game.

    Pinball. Traditional arcade game.

    Poker. Traditional cardgame.

    Porpentine, Howling Dogs. Porpentine (browser game), 2012.

    Roulette. Traditional gambling game.

    Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: The MIT Press, 2003.

    Schoenfelder, Lea, and Peter Lu, Perfect Woman. Lea Schoenfelder and Peter Lu (Macintosh), 2012.

    Scott, Leslie. Jenga. Pokonobe Associates (puzzle game), 1983.

    Secret Crush, SUNBURN! Secret Crush (iOS), 2014.

    Squinkifer, Dietrich, Conversations We Have in My Head. Dietrich Squinkifer (Macintosh), 2015.

    Suits, Bernhard. The Grasshopper: Games, Life and Utopia. Tonawanda, NY: Broadview Press, 2005.

    Tale of Tales, Sunset. Tale of Tales (Steam), 2015.

    Tennis. Traditional sport.

    Young Horses, Inc., Octodad. Young Horses, Inc. (Windows), 2010.

    Chapter 3

    Abbott, Eleanor, Candy Land. Milton Bradley (boardgame), 1949.

    Abe, Kaho, Hit Me. Kaho Abe (sport), 2011.

    anthropy, anna. Queers in Love at the End of the World. (browser game), 2014.

    Blackjack. Traditional cardgame.

    Captain Games, Desert Golfing. Captain Games (iOS), 2014.

    Charades. Traditional parlor game.

    The Chinese Room, Dear Esther. The Chinese Room (Macintosh), 2012.

    Chris Sawyer Productions, Rollercoaster Tycoon. MicroProse (Microsoft Windows), 1999.

    Coco & Co., Way. Coco & Co (Macintosh), 2012.

    Die Gute Fabrik, Johann Sebastian Joust. Die Gute Fabrik (PlayStation 3), 2013.

    Foddy, Bennett, QWOP. Bennett Foddy (browser game), 2008.

    Garfield, Richard, and Lukas Litzsinger, Android: Netrunner. Fantasy Flight Games (cardgame), 2012.

    Gilliam, Leah. Lesberation: Trouble in Paradise. Leah Gilliam (tabletop), 2015.

    Hasbro. Twister. Hasbro (boardgame). 1964.

    Hecker, Chris, Spy Party. Chris Hecker (PC).

    Juul, Jesper. The Open and the Closed: Games of Emergence and Games of Progression. In Computer Games and Digital Cultures Conference Proceedings, edited by Frans Myr, 323329. Tampere: Tampere University Press, 2002.

    Leacock, Matt, Pandemic. Z-Man Games (boardgame), 2007.

    Love, Christine, Analogue: A Hate Story. Christine Love (Macintosh), 2012.

    Magie, Elizabeth. The Landlords Game. 1904.

    Maxis, SimCity. Maxis (Macintosh), 1989.

    Messhof, Nidhogg. Messhof (Steam), 2014.

    Molleindustria, The McDonalds Videogame. Molleindustria (browser game), 2006.

    Ninja. Traditional street game.

    Nintendo. Wii Sports, Nintendo (Nintendo Wii). 2006.

    Pope, Lucas, Papers, Please. 3909 LLC (iOS), 2013.

    Poker. Traditional cardgame.

    Porpentine, Howling Dogs. Porpentine (browser game), 2012.

    Sampat, Elizabeth, Deadbolt. Elizabeth Sampat (tabletop game), 2013.

    Semi-Secret Software, Canabalt. Semi-Secret Software (iOS), 2009.

    Sirvo LLC, Threes. Sirvo LLC (iOS), 2014.

    Soccer. Traditional sport.

    Squinkifer, Dietrich, Coffee: A Misunderstanding. Dietrich Squinkifer (performance game), 2014.

    Tale of Tales, The Path. Tale of Tales (Macintosh), 2009.

    Team Meat, Super Meat Boy. Team Meat (Xbox 360), 2010.

    Thekla, Inc., The Witness. Number None, Inc. (PlayStation 4), 2016.

    Uvula, Wild Rumpus and Venus Patrol, Tenya Wanya Teens. (arcade), 2013.

    Valve Corporation, Portal. Valve Corporation (PlayStation 3), 2007.

    Valve Corporation, Portal 2. Valve Corporation (PlayStation 3), 2011.

    Chapter 4

    anthropy, anna. level design lesson: to the right, hold on tight. Auntie Pixelante, 2009.

    anthropy, anna. Queers in Love at the End of the World. (browser game), 2014.

    Area/code, Drop7. Zynga (iOS), 2008.

    Arkane Studios, Dishonored. Bethesda Softworks (PlayStation 3), 2012.

    Bartle, Richard. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. 1996.

    Blendo Games, Thirty Flights of Loving. Blendo Games (Macintosh), 2012.

    Burke, Liam. Dog Eat Dog. Liam Burke (tabletop roleplaying game), 2013.

    Cater, John, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, and Ziv Wities.

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