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Download Ebook Game Mechanics: Advanced Game Design (Voices That Matter)

edwynmathysmalindatuft | Desember 27, 2014

Download Ebook Game Mechanics: Advanced Game Design (Voices That Matter)

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Game Mechanics: Advanced Game Design (Voices That Matter)

Game Mechanics: Advanced Game Design (Voices That Matter)


Game Mechanics: Advanced Game Design (Voices That Matter)


Download Ebook Game Mechanics: Advanced Game Design (Voices That Matter)

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Game Mechanics: Advanced Game Design (Voices That Matter)

About the Author

Ernest Adams is a game design consultant, teacher, and the author of the classic Fundamentals of Game Design, Second Edition, the companion volume to this title. He has worked in the game industry for 23 years, eight of them at Electronic Arts. He is also the founder and first chairman of the International Game Developers’ Association. His professional web site is at www.designersnotebook.com. Joris Dormans (PhD) is a game design lecturer and researcher based in Amsterdam with eight years of experience in higher education. For the past four years he has been researching formal tools and methods to design game mechanics. As an independent, freelance game designer he published and worked on several video games and board games, including story-driven adventure games, physical platform games, and a satirical political card game. His professional web site is at www.jorisdormans.nl.

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Product details

Series: Voices That Matter

Paperback: 368 pages

Publisher: New Riders; 1 edition (June 25, 2012)

Language: English

ISBN-10: 0321820274

ISBN-13: 978-0321820273

Product Dimensions:

7.4 x 0.8 x 9.1 inches

Shipping Weight: 1.6 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

16 customer reviews

Amazon Best Sellers Rank:

#362,230 in Books (See Top 100 in Books)

I am a solo indie designer/developer and have been reading a lot on how to design and develop games over the past 3 years. It has been part time as I work full-time overseas. I have read numerous articles and books on game design to understand the process. Most of the material though I found assumed you were a student looking to work for a AAA studio; designing for a particular genre; or already working in a AAA studio and needing to polish your knowledge. They got me started, but I had to filter a lot of the info so it applied to my situation and needs. I came across this book while reading another book on game design. I am very glad to have purchased and read it. Unlike the others, it is genre neutral and focuses on the basics that a designer needs to understand to have a solid foundation. The writing is clear and the concepts presented have several examples across different genres to demonstrate how they apply regardless of genre. The book also takes the player-centric approach to game design. It also introduces a tool called Machinations which is used to test how the core mechanics work. That alone was a great thing to learn and has helped me immensely in my understanding of how to design games. I would highly recommend this book for any student of game design (formal or informal), especially people like me who want to take a hobby to a possible vocation.

One of the two great game books I've read, the other being Jesse Schell's Book of Lenses. Where the Book of Lenses is more broad, Earnest Adams' book is specific and detailed, outlining how to diagram game systems to analyze them. This means that it's usefulness may be more limited, but providing game design professionals with tools to help understand and process their work is a huge win.

Based heavily on Joris Dormans's doctoral thesis, this book discusses how to analyze game mechanics in terms of resource flow and feedback. It is an incredibly powerful framework which deserves more attention than it gets.Game designer professionals and would-be's should pay attention to the ideas and patterns elaborated here.

Ive only gone through this once but I will be going through it several more times.There are almost no books on game mechanics but this one makes up for it. It really goes into depth on what an economy is in a game and the effect of positive and negative feedback.There is of course a healthy amount of mechanics theory and plenty of game examples (across all major genres). However where this book really shines is the machinations system.Be warned machinations is no joke and will take some dedicated work to learn and practice. However machinations is a powerful prototyping feature that can help you make a good starting point for game balance and testing out plausible game mehanics or there effects.Great book just know it is very advanced and there is a learning curve!

Amazing in-depth study on game mechanics. I learned a lot and will surely use this as a reference book for my work going foreward.

This books introduces one of the very few methodologies for helping game designers, Machinations. Although Machinations is very similar with a kind of discrete System Dynamics, it is very useful for understanding mechanics and dynamics of a game. No game designer should plan a game without using of at lest tinkering with its behavior in Machinations.

a must-read for the game designer, especially system designers. it teaches the way of systematical and abstract thinking which is essential for system designers.

I really like the not quite so fluffy style of describing the mechanics of game economy. The "machinations" diagrams and program is really useful, but it would have been nice if a simpe version of the source code for a simple version of a program that demonstrates the handling of pools and connection was available. It could have clarified some of the occasionally vague descriptions of how they consider pools and the sequence of evaluation.

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