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Ernest Adams - Fundamentals of Game Design, Third Edition

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Ernest Adams Fundamentals of Game Design, Third Edition
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Contents

Fundamentals of Game Design Third Edition - image 1

Fundamentals of Game Design

Third Edition

Ernest Adams

Fundamentals of Game Design Third Edition - image 2

FUNDAMENTALS OF GAME DESIGN, THIRD EDITION
Ernest Adams

New Riders
www.newriders.com

To report errors, please send a note to
New Riders is an imprint of Peachpit, a division of Pearson Education
Copyright 2014 by Pearson Education, Inc.

Senior Editor: Karyn Johnson
Development Editor: Robyn G. Thomas
Production Editor: Maureen Forys, Happenstance Type-O-Rama
Copy Editor: Rebecca Rider
Technical Editor: Tobi Saulnier
Compositor: WolfsonDesign
Proofreader: Emily K. Wolman
Indexer: Jack Lewis
Interior Design: WolfsonDesign
Cover Design: Peachpit Press/Aren Howell

Notice of Rights

All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. For information on getting permission for reprints and excerpts, contact .

Notice of Liability

The information in this book is distributed on an As Is basis without warranty. While every precaution has been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the instructions contained in this book or by the computer software and hardware products described in it.

Trademarks

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the trademark. All other product names and services identified throughout this book are used in editorial fashion only and for the benefit of such companies with no intention of infringement of the trademark. No such use, or the use of any trade name, is intended to convey endorsement or other affiliation with this book.

ISBN-13: 978-0-321-92967-9

ISBN-10: 0-321-92967-5

9 8 7 6 5 4 3 2 1

Printed and bound in the United States of America

To Mary Ellen Foley, for love and wisdom.
Omnia vincit amor.

In this updated edition of Fundamentals of Game Design, Adams adds much to what was already a thorough look at game design in all its varieties. The result is a veritable feast of design lessons sure not only to satisfy the budding designers appetite, but also to refine her palate.

Ian Bogost, Georgia Institute of Technology

Fundamentals of Game Design was already an essential book for designers. Adams provided a solid foundation for new designers to build on, by offering clear, pragmatic advice, exercises and wisdom to a subject often shrouded in mystery. This updated version is a must read for game designers of all levels of experience.

Adam Mayes, Subject Responsible for Game Design,
University of Uppsala, Sweden

Ernest writes in a way that is very down to earth and approachable to students. It is obvious that he has been there and done that and his real-world, unpretentious approach to the material is what makes this text so accessible.

Andrew Phelps, Rochester Institute of Technology

Acknowledgments

It would be a rare developer indeed who had worked on all the kinds of games addressed in this book, and certainly I cannot make that claim. When it came time to speak about subjects of which I had little direct experience, I relied heavily on the advice and wisdom of my professional colleagues. I owe particular gratitude to

Monty Clark

Jesyca Durchin

Joseph Ganetakos

Scott Kim

Rick Knowles

Raph Koster

Mike Lopez

Steve Meretzky

Carolyn Handler Miller

Brian Moriarty

Tess Snider

Chris Taylor

Michelle Hinn and the

IGDA Accessibility Special

Interest Group

I owe special thanks to Jason VandenBerghe, Creative Director at UbiSoft, whose research on player motivation has been enormously valuable, and Im grateful for his and UbiSofts willingness to share it with the world. I hasten to add that any errors in the book are mine and not theirs.

I am also indebted to MobyGames (www.mobygames.com) and Giant Bomb (www.giantbomb.com), whose vast databases of games I consulted daily, and sometimes hourly, in my research.

My technical editor, Tobi Saulnier, gave me advice and feedback about every aspect of the book. This is the second time Tobi has worked with me in this capacity, and her experience, especially with casual games and games for children, has been invaluable. A number of other colleagues offered useful suggestions about different parts of the manuscript; I am particularly grateful to Chris Bateman, Ben Cousins, Melissa Federoff, Ola Holmdahl, and Lucy Joyner for their advice.

Several people and institutions generously gave me permission to reproduce images:

MobyGames (www.mobygames.com)

Giant Bomb (www.giantbomb.com)

Bjrn Hurri (www.bjornhurri.com)

Cecropia, Inc.

Pseudo Interactive (www.pseudointeractive.com)

Martin Stever

Finally, no list of acknowledgments would be complete without recognizing the help of my editor. Robyn Thomas worked hard with me to get the book done under severe deadline pressure (as always). Mary Ellen Foley, The Word Boffin (www.wordboffin.com), also provided occasional advice and staunch support. Im grateful for the assistance of Margot Hutchison, my agent at Waterside Productions, in helping to finalize the contract.

Suggestions, corrections, and even complaints are always welcome; please send them to .

About the Author

Ernest Adams is a game design consultant and part-time professor at University of Uppsala Campus Gotland in Sweden. He lives in England and holds a Ph.D. in Computer Science from Teesside University for his contributions to the field of interactive storytelling. In addition to his consulting and teaching, he gives game design workshops and is a popular speaker at conferences and on college campuses. Dr. Adams has worked in the interactive entertainment industry since 1989, and he founded the International Game Developers Association in 1994. He was most recently employed as a lead designer at Bullfrog Productions, and for several years before that he was the audio/video producer on the Madden NFL line of football games at Electronic Arts. In his early career, Dr. Adams was a software engineer, and he has developed games for machines from the IBM 360 mainframe to the present day. He is the author of five other books and the Designers Notebook series of columns on the Gamasutra developers webzine. His professional website is at www.designersnotebook.com.

About the Technical Editor

Tobi Saulnier is founder and CEO of 1st Playable Productions, a game development studio that specializes in design and development of games tailored to specific audiences. Games developed by 1st Playable span numerous genres to appeal to play styles and preferences of each group and include games for young children, girls, middle schoolers, and young adults, and some that appeal to broad audiences. The studio also creates games for education. Before joining the game industry in 2000, Tobi managed R&D in embedded and distributed systems at General Electric Research and Development, where she also led initiatives in new product development, software quality, business strategy, and outsourcing. She earned her BS, MS, and Ph.D. in Electrical Engineering from Rensselaer Polytechnic Institute.

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