100_Principles_of_Game_Design_Wendy_Despain.pdf

(6060 KB) Pobierz
gaMe design
Wendy despain
, editor
Keyvan acosta
Liz CanaCari-rose
Michael deneen
Zach hiwiller
jeff howard
christina Kadinger
chris Keeling
casey KucZiK
nicole laZZaro
toM long
Michael lucas
dave MarK
douglas oberndorf
Patricia PiZer
Michael Pynn
brian stabile
jason vandenberghe
100 P r i n c i P l e s o f
100 PrinciPles of Game DesiGn
Wendy Despain, Editor
New Riders
www.newriders.com
To report errors, please send a note to errata@peachpit.com
New Riders is an imprint of Peachpit, a division of Pearson Education.
Copyright © 2013 Wendy Despain
Senior Editor: Karyn Johnson
Copy Editor: Rebecca Rider
Production Editor: David Van Ness
Proofreader: Scout Festa
Illustrator: Ray Yuen
Composition: Danielle Foster
Indexer: Valerie Perry
Cover design: Aren Straiger
Interior design: Claudia Smelser
Cover photo: www.studiodespain.com
Contributors: Wendy Despain, Keyvan Acosta, Liz Canacari-Rose, Michael Deneen, Zach Hiwiller, Jeff Howard,
Christina Kadinger, Chris Keeling, Casey Kuczik, Nicole Lazzaro, Tom Long, Michael Lucas, Dave Mark,
Douglas Oberndorf, Patricia Pizer, Michael Pynn, Brian Stabile, Jason VandenBerghe
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 permissions@peachpit.com.
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: 978-0-321-90249-8
ISBN-10:
0-321-90249-1
9 8 7 6 5 4 3 2 1
Acknowledgments
A ton of thanks need to be heaped into three piles, so in no particular order,
I would like to acknowledge that our “inspiration” for this book is another book
used the world over by great game designers; it is called
Universal Principles of
Design,
by William Lidwell, Kritina Holden, and Jill Butler. So many great game
designers I know count this as a valuable part of their professional library.
However, when we started introducing this book to students in the Game Design
program at Full Sail University, we discovered that this classic was in some ways
too advanced for them. Their inexperience made it too hard for them to make
the leap from architecture or art to game design. We initially tried to write a
book that bridged the gap between these wider, classic universal principles and
the process of game design. But we soon found that we wanted to add a few
game-design-specific principles here and there. And then we found that “a few”
had turned into 85 or so, and there was no end in sight. So now there are a
few principles in this book that are also covered in
Universal Principles of Design,
but not very many. In my opinion, these two books are great companions on the
bookshelf of any game designer.
And the next acknowledgment goes to the person who deserves undying thanks
and delicious home-made baked goods every holiday for the foreseeable future.
Ray Yuen, the illustrator, who I swear has a collection of gnomes under his back
porch sketching adorable, funny characters doing wacky things like bringing a gun
to a knife fight, did great things for this book in an insanely short amount of time
and did an admirable job of adding zombies. Thanks, Ray. I hope you share the
cookies with the gnomes.
And third, but not last, is the long list of contributors who went off this cliff with
me. Thanks so much, everybody—you know what for. Specifically, I think Keyvan
Acosta gets credit for the original idea for this book, Chris Keeling gets credit for
being a temporary figurehead, and Ricardo Aguilo gets credit for being with us in
spirit but having finally learned how to say “no” when asked to volunteer for some-
thing. I’d better stop now before I get any more teary-eyed about all the great
contributors (and the amazingly wonderful editor at New Riders, Karyn Johnson,
who tells me I have no more room on the page). So I’ll just say I love every one of
you, and your baked goods are in the oven right now.
Contents
Introduction
1
Universal Principles for Game Innovation
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
■■
xiv
A/Symmetric Play and Synchronicity
Aces High; Jokers Wild
Bartle’s Player Types
Cooperative vs. Oppositional
Fairness
Feedback Loops
Gardner’s Multiple Intelligences
Howard’s Law of Occult Game Design
Information
Koster’s Theory of Fun
Lazzaro’s Four Keys to Fun
Magic Circle
Making Moves
MDA: Mechanics, Dynamics, and Aesthetics
Memory vs. Skill
Minimax and Maximin
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
Zgłoś jeśli naruszono regulamin