Introduction to Game Systems Design
Häftad, Engelska, 2021
Av Dax Gazaway
359 kr
- Exploring the essentials of game design and its emerging subdisciplines
- Asking the essential questions at the heart of all design
- Getting started with modern game system design tools, including the spreadsheets most professionals now use
- Creating systems and data from a blank page
- Populating and quantifying a world of data into a game
- Tuning and balancing game systems
- Testing game systems and data
- Leveraging communication, psychology, and rewards within your games
- Balancing game probability within systems
Produktinformation
- Utgivningsdatum2021-10-11
- Mått178 x 229 x 21 mm
- Vikt610 g
- SpråkEngelska
- SerieGame Design
- Antal sidor384
- Upplaga1
- FörlagPearson Education
- EAN9780137440849
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Dax Gazaway was raised in a gamer family. His parents met in a Dungeons & Dragons group, and he was surrounded with games being played and made. From a very early age, Dax was fascinated by the numbers in games. He would pour over monster manuals and board game books, dissecting the rules to figure out how the systems worked. Dax started in the video game industry in the late 1990s. During his tenure in the industry, Dax pioneered game system design at multiple independent and AAA studios, helping to refine and define the subdiscipline. In recent years, he has become a course director at Full Sail University, specializing in teaching new students the concepts and tools of the system designer. Dax has created new curriculum and multiple classes for system design students, and he teaches introduction to system design courses. The following is a selection of Dax's game design credits: Star Wars: Obi-Wan, System and level designer Star Wars: Jedi Starfighter, System and level designer and QA liaison Star Wars: Bounty Hunter: System and level designer Gladius: System designer Syphon Filter franchise: Lead designer and system designer Spider Man 3: Lead system designer Marvel Ultimate Alliance 2: Lead system designer Guitar Hero franchise: System designer In addition, Dax has been the studio lead system designer for Row Sham Bow Games and a system design consultant for multiple projects.
- Preface xx Chapter 1 Games and Players: Defined 1 Defining Game 2 Agreed Upon, Artificial Rules 2 Players Have an Impact on the Outcome 3 People Can Opt Out 4 Game Sessions Are Finite 4 Intrinsic Rewards 4 Game Attributes Summary 5 Finding the Target Audience for a Game: Player Attributes 6 Age 6 Gender 7 Tolerance for Learning Rules 7 Interest in Challenge 9 Desired Time Investment 10 Pace Preference 11 Competitiveness 11 Platform Preference 12 Skill Level 12 Genre/Art/Setting/Narrative Preference 13 Value Gained from Players 13 Payment 13 Other Forms of Value 16 Target Audience Value 17 Target Audience Composite 18 Chess 18 Galaga 18 Mario Kart 19 The Battle for Wesnoth 20 Bejeweled 20 What to Do with a Target Audience Profile 21 Further Steps 22 Chapter 2 Roles in the Game Industry 23 Core Management Team 24 Vision Holder 24 Lead Engineer 25 Lead Artist 25 Lead Designer 25 Producer 25 Lead Sound Designer 25 Team Subdisciplines 26 Art 26 Engineering 27 Production 28 Design 28 Sound Team 29 QA Team 29 Narrative Designer 30 Additional Roles 30 Further Steps 30 Chapter 3 Asking Questions 31 How to Ask a Theoretical Question 32 Steps of the Scientific Method 32 Defining a Question for Data Analysis 35 How to Ask for Help with a Problem 36 Why How You Ask Matters 36 Steps to Writing a Good Question 37 Further Steps 41 Chapter 4 System Design Tools 43 What Is Data? 44 Game Industry Tools 44 Documentation Tools 45 Image Editing Tools 45 3D Modeling Tools 46 Flowchart Tools 47 Databases 48 Bug-Tracking Software 49 Game Engines 49 Further Steps 50 Chapter 5 Spreadsheet Basics 51 Why Spreadsheets? 52 What Is a Spreadsheet? 54 Spreadsheet Cells: The Building Blocks of Data 54 Cells 54 The Formula Bar 55 Spreadsheet Symbols 56 Data Containers in Spreadsheets 60 Columns and Rows 60 Sheets 61 Workbooks 61 Spreadsheet Operations 63 Referencing a Separate Sheet 64 Hiding Data 65 Freezing Part of a Sheet 66 Using Comments and Notes 68 Using Formfill 71 Using Filters 77 Data Validation 80 The Data Validation Dialog 81 Time Validation 83 List Validation 84 Named Ranges 84 Further Steps 88 Chapter 6 Spreadsheet Functions 89 Grouping Arguments 90 Function Structure 90 More Complex Functions 93 Functions for System Designers 96 SUM 96 AVERAGE 97 MEDIAN 97 MODE 98 MAX and MIN 99 RANK 99 COUNT, COUNTA, and COUNTUNIQUE 100 LEN 100 IF 101 COUNTIF 101 VLOOKUP 102 FIND 102 MID 103 NOW 103 RAND 104 ROUND 105 RANDBETWEEN 105 Learning About More Functions 106 How to Choose the Right Function 106 Further Steps 107 Chapter 7 Distilling Life into Systems 109 An Abstract Example 114 Throwing 114 Sticks 115 Running 115 Teamwork 115 Putting Together the Mechanics 115 Story in Games 116 Further Steps 117 Chapter 8 Coming Up with Ideas 119 Idea Buffet 120 Sample Idea Buffet 120 Running a Brainstorming Session 121 Having Goals 121 Gathering the Troops 122 Giving Yourself a Block of Time 123 Don't Accept the First Answer 123 Avoiding Criticism 124 Keeping on Topic (Kind Of) 124 Capturing the Creativity 125 Keeping Expectations Reasonable 125 Percolating 125 Methods to Force Creativity 126 Bad Storming 126 Jokes 126 Building Blocks 127 Future Past 127 Iterative Stepping 127 Halfway Between 128 Opposite Of 129 Random Connections 130 Stream of Consciousness Writing 130 Further Steps 131 Chapter 9 Attributes: Creating and Quantifying Life 133 Mechanics Versus Attributes 134 Listing Attributes 134 Initial Brainstorming 135 Blue-Sky Brainstorming 136 Researching Attributes 136 Referring to Your Own Personal Attribute Bank 138 Defining an Attribute 139 Considerations When Defining an Attribute 140 Grouping Attributes 141 Further Steps 143 Chapter 10 Organizing Data in Spreadsheets 145 Create a Spreadsheet to Be Read by an Outsider 146 Avoid Typing Numbers 146 Label Data 147 Validate Your Data 148 Use Columns for Attributes and Rows for Objects 148 Color Coding 149 Avoid Adding Unneeded Columns or Rows or Blank Cells 151 Separate Data Objects with Sheets 152 Reference Sheet 152 Introduction Sheet 153 Output/Visualization Sheets 154 Scratch Sheet 155 Spreadsheet Example 155 Further Steps 156 Chapter 11 Attribute Numbers 157 Getting a Feel for Your Attributes 158 Determining the Granularity for Numbers 158 Numbers Should Relate to Probability 158 Some Numbers Need to Relate to Real-World Measurements 159 User Smaller Numbers for Easier Calculations 160 Use Larger Numbers for More Granularity 161 Very Large Numbers Are Confusing 162 Humans Hate Decimals and Fractions, but Computers Don't Mind Them 163 Numbering Example 163 The Tension Trick 163 Searching for the Right Numbers 165 Further Steps 167 Chapter 12 System Design Foundations 169 Attribute Weights 170 DPS and Intertwined Attributes 173 Binary Searching 176 How Binary Searching Works 176 Lacking a Viable Range 179 Naming Conventions 180 Naming Object Iterations 185 The Problem with “New” 185 Iteration Naming Method 1: Version Number 186 Iteration Naming Method 2: Version Letter and Number 186 Special Case Terms 187 Using the Handshake Formula 188 Further Steps 194 Chapter 13 Range Balancing, Data Fulcrums, and Hierarchical Design 195 Range Balancing 196 How Range Balancing Works 197 Who Adjusts What 201 Data Fulcrums 203 What Is a Fulcrum? 203 Creating a Fulcrum 204 Testing a Fulcrum 204 Locking a Fulcrum 206 Using a Fulcrum for Data Creation 206 Unavoidable Cross-testing 208 Fulcrum Progression 209 Hierarchical Design 210 Starting the Hierarchy 211 Advantages of Hierarchical Design 212 Further Steps 213 Chapter 14 Exponential Growth and Diminishing Returns 215 Linear Growth 216 Exponential Growth 217 Parts of the Basic Exponential Growth Formula 218 Building Blocks of the Exponential Growth Formula 220 Tweaking the Basic Exponential Growth Formula 226 A Note on Iterations 227 Exponential Charts and Game Hierarchy 227 Further Steps 228 Chapter 15 Analyzing Game Data 229 Overview Analysis 230 Next-Level Deep Analysis 238 Practicing Data Analysis 240 Comparison Analysis 240 Canaries 241 Further Steps 244 Chapter 16 Macrosystems and Player Engagement 245 Macrosystem Difficulty Adjustment 246 Flat Balancing 246 Positive Feedback Loops 247 Negative Feedback Loop 249 Dynamic Difficulty Adjustment 251 Layered Difficulty Adjustment 253 Cross-Feeding 254 Balancing Combinations 255 Further Steps 255 Chapter 17 Fine-Tuning Balance, Testing, and Problem Solving 257 Balance 258 Why Balance Matters 258 General Game Balance 259 Breaking Your Data 261 Problems with Balancing Judged Contests 261 How to Start Balancing Data 263 Performing Playtests 265 Minimum Viability Testing 266 Balance Testing 267 Bug Testing 268 User Testing 269 Beta/Postlaunch Telemetry Testing 273 Solving Problems 275 Identify the Problem 276 Eliminate Variables 277 Come Up with Solutions 277 Communicate with the Team 277 Prototype and Test 277 Document the Changes 277 Further Steps 278 Chapter 18 Systems Communication and Psychology 279 Games as Conversations 280 Word Meanings 281 Noise 284 Reciprocity 286 Overstepping Bounds 286 Shallow Relationship 287 Right Balance 287 Reward Expectations 288 Further Steps 289 Chapter 19 Probability 291 Basic Probability 292 Probability Notation 292 Calculating One-Dimensional Even-Distribution Probability 293 Calculating One-Dimensional Uneven-Distribution Probability 299 Calculating Compound Probability 301 Calculating 2D6 “Or Higher” Cumulative Probability 309 Calculating the Probability of Doubles 310 Calculating a Series of Single Events 311 Calculating More Than Two Dimensions 316 Calculating Dependent Event Probability 318 Calculating Mutually Exclusive Event Probability 321 Calculating Enumerated Probability with an Even Distribution 321 Calculating Enumerated Probability with an Uneven Distribution 322 Calculating Attributes Weights Based on Probability 325 Calculating Imperfect Information Probability 327 Perception of Probability 328 Probability Uncertainty 328 Mapping Probability 329 Attributes of a Random Event 329 Mapping Probability Examples 331 Measuring Luck in a Game 334 Testing for Pure Luck 335 Testing for Luck Dominant 335 Testing for Luck Influenced 336 Adjusting the Influence of Luck 336 Chaos Factor 338 Further Steps 338 Chapter 20 Next Steps 341 Practice 342 Analyze Existing Games 342 Play New Games 342 Modify Existing Games 342 Work on Your Game 343 Keep Learning 343 Index 345