Read e-book online A Game Design Vocabulary: Exploring the Foundational PDF

By Anna Anthropy, Naomi Clark

ISBN-10: 0321886925

ISBN-13: 9780321886927

Video games have frequently taken a significant function in pop culture; in reality, businesses are even trying to 'gamify' conventional enterprise tactics. besides the fact that, our language for knowing, discussing, and designing video games has remained primitive - and this has made it more challenging to create nice video games or intelligently evaluation them. this article fills this hole, supplying an entire shared framework for figuring out and comparing online game layout - as creators, as avid gamers, as scholars, as online game decision-makers.

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Additional info for A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

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Because there are only two colors, two diverging paths can’t touch. Four colors—at least in the limited space that I’ve given the game, for the sake of it being fast— don’t give me very many options that I can’t achieve with the three colors I already have. 6 for an example. 6 Possibilities in Tombed with one, two, three, or four colors. Note how the difference between two and three colors adds more possibilities than the difference between three and four colors.. Did you ever do that exercise where you try to color in a map of a bunch of different regions without having any regions of the same color touch, using as few colors as possible?

In 2009, I made a game called Tombed about an archaeologist named Danger Jane. Investigating a deep crypt, she’s pursued downward, through layers of fragile earth, by a descending spike wall—the quintessential tomb trap. She’s armed with a shovel, which she can use to dig through the soft clay blocks that she finds underfoot. ” When the player does so, Jane digs through the floor—every touching, like-colored block (there are three colors) is considered the same piece of clay for purposes of digging—and plummets off the title screen and into the game.

14 CHAPTER 2 VERBS AND OBJECTS Rules Games are made of rules. Surround stones of the opposite color with stones of your own color to capture it. Complete a line of blocks to make it disappear. Reduce the opponent’s health to zero to eliminate her. It’s the interplay of these rules, the interactions between them, that creates an experience for our players. As game creators, we want to design the rules that will make for the strongest experience. We want to design rules that have relationships to each other.

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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy, Naomi Clark


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