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Game Mechanics: Advanced Game Design, 1st edition

  • Ernest Adams
  • Joris Dormans

Published by New Riders (June 15th 2012) - Copyright © 2012

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Game Mechanics: Advanced Game Design

ISBN-13: 9780132946704

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Overview

Table of contents

Introduction

Who Is This Book For?
How Is This Book Organized?
Companion Website.

Chapter 1

Designing Game Mechanics
Rules Define Games
Discrete Mechanics vs. Continuous Mechanics
Mechanics and the Game Design Process
Prototyping Techniques
Summary
Exercises

Chapter 2

Emergence and Progression
The History of Emergence and Progression
Comparing Emergence and Progression
Games of Emergence
Games of Progression
Structural Differences
Emergence and Progression Integration
Summary
Exercise

Chapter 3

Complex Systems and the Structure
of Emergence
Gameplay as an Emergent Property of Games
Structural Qualities of Complex Systems
Harnessing Emergence in Games
Summary
Exercises

Chapter 4

Internal Economy
Elements of Internal Economies
Economic Structure
Uses for Internal Economies in Games
Summary
Exercises

Chapter 5

Machinations
The Machinations Framework
Machinations Diagram Basic Elements
Advanced Node Types
Modeling Pac-Man
Summary
Exercises

Chapter 6

Common Mechanisms
More Machinations Concepts
Feedback Structures in Games
Randomness vs. Emergence
Example Mechanics
Summary
Exercises

Chapter 7

Design Patterns
Introducing Design Patterns
Machinations Design Pattern Language
Leveraging Patterns for Design
Summary
Exercises

Chapter 8

Simulating and Balancing Games
Simulated Play Tests
Playing with Monopoly
Balancing SimWar
From Model to Game
Summary
Exercises

Chapter 9

Building Economies
Economy-Building Games
Analyzing Caesar III
Designing Lunar Colony
Summary
Exercises

Chapter 10

Integrating Level Design and Mechanics
From Toys to Playgrounds
Missions and Game Spaces
Learning to Play
Summary
Exercises

Chapter 11

Progression Mechanisms
Lock-and-Key Mechanisms
Emergent Progression
Summary
Exercises

Chapter 12

Meaningful Mechanics
Serious Games
Communication Theory
The Semiotics of Games and Simulations
Multiple Layers of Meaning
Summary
Exercises

Appendix A

Machinations Quick Reference

Appendix B

Design Pattern Library
Static Engine
Dynamic Engine
Converter Engine
Engine Building
Static Friction
Dynamic Friction
Stopping Mechanism
Attrition
Escalating Challenge
Escalating Complexity
Arms Race
Playing Style Reinforcement
Multiple Feedback
Trade
Worker Placement
Slow Cycle

Appendix C

Getting Started with Machinations
References
Index


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