One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining.
Product Identifiers
Publisher
Jones & Bartlett Learning, LLC
ISBN-10
1556229127
ISBN-13
9781556229121
eBay Product ID (ePID)
2621357
Product Key Features
Author
Richard, III Rouse, Richard Rouse, Richard Rouse III
Publication Name
Game Design: Theory and Practice, Second Edition
Format
Book, Paperback, Perfect
Language
English
Features
Revised
Publication Year
2004
Type
Textbook
Number of Pages
704 Pages
Dimensions
Item Length
9in
Item Height
1.5in
Item Width
6in
Weight
34.1 Oz
Height
1.5in
Width
6in
Length
9in
Item Weight
34.1 Oz
Additional Product Features
Lc Classification Number
Qa76.76.C672r69 2004
Publication Date
2004-09-13
Edition Description
Revised Edition
Edition Number
2
Foreword by
Noah Falstein
Table of Content
Chapter 1: what Players Want Chapter 2: Interview: Sid Meier Chapter 3: Brainstorming a Game Idea: Gameplay, Technology, and Story Chapter 4: Game Analysis: Centipede Chapter 5: Focus Chapter 6: Interview: Ed Logg Chapter 7: The Elements of Gameplay Chapter 8: Game Analysis: Tetris Chapter 9: Artificial Intelligence Chapter 10: Interview: Steve Meretzky Chapter 11: Storytelling Chapter 12: Game Analysis: Loom Chapter 13: Multi-Player Chapter 14: Interview: Chris Crawford Chapter 15 Getting the Gameplay Working Chapter 16: Game Analysis: Myth: The Fallen Lords Chapter 17: Game Development Documentation Chapter 18: Interview: Jordan Mechner Chapter 19: The Design Document Chapter 20: Game Analysis: the Sims Chapter 21: Designing Design Tools Chapter 22: Interview: Will Wright Chapter 23: level Design Chapter 24: Game Analysis: Grand theft Auto III Chapter 25: Playtesting Chapter 26: Interview: Doug Church Conclusion Appendix A Sample Design Document: Atomic Sam Appendix B Sample Design Document: The Suffering Glossary Selected Bibliography Index