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Game Design
註釋Foreword p. xvi Introduction to the Second Edition p. xvii Introduction p. xx Chapter 1 What Players Want p. 1 Why Do Players Play? p. 2 Players Want a Challenge p. 2 Players Want to Socialize p. 3 Players Want a Dynamic Solitary Experience p. 5 Players Want Bragging Rights p. 5 Players Want an Emotional Experience p. 6 Players Want to Explore p. 6 Players Want to Fantasize p. 7 Players Want to Interact p. 8 What Do Players Expect? p. 8 Players Expect a Consistent World p. 8 Players Expect to Understand the Game-World's Bounds p. 9 Players Expect Reasonable Solutions to Work p. 10 Players Expect Direction p. 10 Players Expect to Accomplish a Task Incrementally p. 11 Players Expect to Be Immersed p. 12 Players Expect Some Setbacks p. 14 Players Expect a Fair Chance p. 14 Players Expect to Not Need to Repeat Themselves p. 15 Players Expect to Not Get Hopelessly Stuck p. 16 Players Expect to Do, Not to Watch p. 17 Players Do Not Know What They Want, but They Know When It Is Missing p. 18 A Never-Ending List p. 19 Chapter 2 Interview: Sid Meier p. 20 Chapter 3 Brainstorming a Game Idea: Gameplay, Technology, and Story p. 40 Starting Points p. 41 Starting with Gameplay p. 42 Starting with Technology p. 43 Starting with Story p. 45 Working with Limitations p. 47 Odyssey: The Legend of Nemesis p. 48 Damage Incorporated p. 49 Centipede 3D p. 50 The Suffering p. 51 Embrace Your Limitations p. 52 Established Technology p. 53 The Case of the Many Mushrooms p. 54 The Time Allotted p. 55 If You Choose Not to Decide, You Still Have Made a Choice p. 56 Chapter 4 Game Analysis: Centipede p. 57 Classic Arcade Game Traits p. 59 Input p. 62 Interconnectedness p. 63 Escalating Tension p. 65 One Person, One Game p. 67 Chapter 5 Focus p. 69 Establishing Focus p. 70 An Example: Winter Carnival Whirlwind p. 72 The Function of the Focus p. 74 Maintaing Focus p. 77 Fleshing Out the Focus p. 78 Changing Focus p. 79 Sub-Focuses p. 82 Using Focus p. 85 Chapter 6 Interview: Ed Logg p. 87 Chapter 7 The Elements of Gameplay p. 115 Unique Solutions p. 116 Anticipatory versus Complex Systems p. 116 Emergence p. 117 Non-Linearity p. 119 Types of Non-Linearity p. 119 Implementation p. 121 The Purpose of Non-Linearity p. 123 Modeling Reality p. 125 Teaching the Player p. 127 Tutorials p. 128 Input/Output p. 131 Controls and Input p. 131 Output and Game-World Feedback p. 136 Basic Elements p. 140 Chapter 8 Game Analysis: Tetris p. 141 Puzzle Game or Action Game? p. 142 Tetris as a Classic Arcade Game p. 144 The Technology p. 146 Artificial Intelligence p. 147 Escalating Tension p. 148 Simplicity and Symmetry p. 149 Fifteen Years On, Who Would Publish Tetris? p. 150 Chapter 9 Artificial Intelligence p. 151 Goals of Game AI p. 153 Challenge the Player p. 154 Not Do Dumb Things p. 156 Be Unpredictable p. 157 Assist Storytelling p. 159 Create a Living World p. 162 The Sloped Playing Field p. 162 How Real Is Too Real? p. 163 AI Agents and Their Environment p. 164 How Good Is Good Enough? p. 167 Scripting p. 168 Artificial Stupidity p. 171 Chapter 10 Interview: Steve Meretzky p. 172 Chapter 11 Storytelling p. 202 Designer's Story Versus Player's Story p. 203 Places for Storytelling p. 206 Out-of-Game p. 207 In-Game p. 212 External Materials p. 216 Linear Writing Pitfalls p. 217 Player Character Personality p. 218 Game Stories p. 222 Non-Linearity p. 223 Working with the Gameplay p. 224 The Dream p. 225 Chapter 12 Game Analysis: Loom p. 227 Focused Game Mechanics p. 228 User Interface p. 230 The Drafts System p. 231 Difficulty p. 233 Story p. 233 Loom as an Adventure Game p. 235 Chapter 13 Multi-Player p. 237 Motivations p. 238 The Forms p. 239 Single System Multi-Player p. 239 Online Multi-Player p. 241 Design Considerations p. 242 Playing to Strengths p. 244 Protect Newbies p. 246 Socialization p. 248 Development Issues p. 251 Playtesting and User Feedback p. 253 A World of Their Own p. 256 Chapter 14 Interview: Chris Crawford p. 257 Chapter 15 Getting the Gameplay Working p. 281 The Organic Process p. 283 Too Much Too Soon p. 283 Keep It Simple p. 285 Building the Game p. 286 Core Technology p. 286 Incremental Steps p. 287 A Fully Functional Area p. 288 Going Through Changes p. 290 Programming p. 291 When Is It Fun? p. 293 Chapter 16 Game Analysis: Myth: The Fallen Lords p. 296 Use of Technology p. 297 Game Focus p. 300 Storytelling p. 301 Hard-Core Gaming p. 302 Multi-Player p. 303 A Cohesive Whole p. 304 Chapter 17 Game Development Documentation p. 306 Document Your Game p. 308 Concept Document, Pitch Document, or Proposal p. 308 Competitive Analysis p. 309 Design Document p. 309 Flowcharts p. 311 Story Bible p. 311 Script p. 313 Art Bible p. 315 The Game Minute p. 316 Storyboards p. 317 Technical Design Document p. 317 Schedules and Business/Marketing Documents p. 318 No Standard Documentation p. 319 The Benefits of Documentation p. 319 Chapter 18 Interview: Jordan Mechner p. 320 Chapter 19 The Design Document p. 355 The Writing Style p. 357 The Sections p. 359 Table of Contents p. 360 Introduction/Overview or Executive Summary p. 360 Game Mechanics p. 361 Artificial Intelligence p. 366 Game Elements: Characters, Items, and Objects/Mechanisms p. 369 Story Overview p. 371 Game Progression p. 371 System Menus p. 373 One Man's Opinion p. 373 Inauspicious Design Documents p. 374 The Wafer-Thin or Ellipsis Special Document p. 374 The Back-Story Tome p. 375 The Overkill Document p. 376 The Pie-in-the-Sky Document p. 377 The Fossilized Document p. 378 A Matter of Weight p. 379 Getting It Read p. 380 Documentation Is Only the Beginning p. 380 Chapter 20 Game Analysis: The Sims p. 382 Abdicating Authorship p. 383 Familiar Subject Matter p. 384 Safe Experimentation p. 386 Depth and Focus p. 386 Interface p. 387 Controlled Versus Autonomous Behavior p. 389 A Lesson to Be Learned p. 390 Chapter 21 Designing Design Tools p. 392 Desired Functionality p. 394 Visualizing the Level p. 394 The Big Picture p. 396 Jumping into the Game p. 397 Editing the World p. 399 Scripting Languages and Object Behaviors p. 400 Us Versus Them p. 403 The Best of Intentions p. 405 A Game Editor for All Seasons p. 406 Chapter 22 Interview: Will Wright p. 408 Chapter 23 Level Design p. 449 Levels in Different Games p. 450 Level Separation p. 451 Level Order p. 453 The Components of a Level p. 454 Action p. 455 Exploration p.