Teaches the "why" behind game design versus the "how-to"
Provides designers with an insightful approach to game design that teaches them how to understand their audiences
Covers fundamental principles of game design, including interface design, structural elements, and game world abstractions as they relate to the audience
Details an audience model that can help inform the design process in terms of player needs
Includes fresh insights for all levels of designers from newcomers to grizzled veterans
Table of Contents:
Acknowledgments Preface Introduction—by Ernest W. Adams
Part I Audience Chapter 1 Zen Game Design Chapter 2 Designing for the Market Chapter 3 Myers-Briggs Typology and Gamers Chapter 4 The DGD1 Demographic Model Chapter 5 Player Abilities
Part II Design Chapter 6 Foundations of Game Design Chapter 7 Principles of Interface Design Chapter 8 Game World Abstraction Chapter 9 Avatar Abstractions Chapter 10 Game Structures Chapter 11 Action Game Genres Chapter 12 Genres: Quest, Strategy, and Simulation Chapter 13 The Evolution of Games: Originality and Chreodes Glossary References Index