รูปภาพสินค้า รหัส9781584504290
9781584504290
-
ผู้เขียนChris Bateman, Richard Boon

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รหัสสินค้า: 9781584504290
จำนวน: 332 หน้า
ขนาดรูปเล่ม: 187 x 236 x 20 มม.
น้ำหนัก: 715 กรัม
เนื้อในพิมพ์: ขาวดำ 
ชนิดปก: ปกอ่อน 
ชนิดกระดาษ: กระดาษปอนด์ 
หน่วย: เล่ม 
สำนักพิมพ์: Charles River Media 
:: เนื้อหาโดยสังเขป
21st Century Game Design teaches designers how to design better games, not from a how-to perspective, but from a why perspective. Good designers know the fundamentals of how to design a game, but learning how to study and understand their intended audience helps make games that truly satisfy players. Understanding the players' needs also provides the missing link between the process of design and the players, developers, and publishers of games. By applying psychological metrics to survey data and case studies, a framework was produced which identifies some of the core themes in player needs and is represented by four player types - Conqueror, Manager, Wanderer, and Participant. In addition to discussing how a game reaches a wider audience by appealing to the core gaming community, the book considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience. The book demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.
FEATURES:
* 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 the games industry move forward from the schism between games players want to play, and the games the community wants to make
* Includes fresh insights for all levels of designers from newcomers to grizzled veterans

:: สารบัญ
1 Zen Game Design
2 Designing for the Market
3 Myers-Briggs Typology and Gamers
4 The DGD1 Demographic Model
5 Player Abilities
6 Foundations of Game Design
7 Principles of Interface Design
8 Game World Abstraction
9 Avatar Abstractions
10 Game Structures
11 Action Game Genres
12 Genres: Quest, Strategy, and Simulation
13 The Evolution of Games: Originality and Chreodes