The Game Design Reader: A Rules of Play Anthology
內容描述
Description
The Game Design Reader is a one-of-a-kind collection on
game design and criticism, from classic scholarly essays to cutting-edge case
studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules
of Play: Game Design Fundamentals, The Game Design Reader is a
classroom sourcebook, a reference for working game developers, and a great read
for game fans and players.Thirty-two essays by game designers, game
critics, game fans, philosophers, anthropologists, media theorists, and others
consider fundamental questions: What are games and how are they designed? How do
games interact with culture at large? What critical approaches can game
designers take to create game stories, game spaces, game communities, and new
forms of play?Salen and Zimmerman have collected seminal writings that
span 50 years to offer a stunning array of perspectives. Game journalists
express the rhythms of game play, sociologists tackle topics such as
role-playing in vast virtual worlds, players rant and rave, and game designers
describe the sweat and tears of bringing a game to market. Each text acts as a
springboard for discussion, a potential class assignment, and a source of
inspiration. The book is organized around fourteen topics, from The Player
Experience to The Game Design Process, from Games and Narrative to Cultural
Representation. Each topic, introduced with a short essay by Salen and
Zimmerman, covers ideas and research fundamental to the study of games, and
points to relevant texts within the Reader. Visual essays between book
sections act as counterpoint to the writings.Like Rules of Play,
The Game Design Reader is an intelligent and playful book. An invaluable
resource for professionals and a unique introduction for those new to the field,
The Game Design Reader is essential reading for anyone who takes games
seriously.Katie Salen is a game designer, interactive designer,
animator, and Director of Graduate Studies in Design and Technology, Parsons
School of Design. She has taught at universities including MIT, the University
of Texas, Parsons School of Design, New York University, Rhode Island School of
Design, and School of Visual Arts.Eric Zimmerman is a game designer,
game design theorist, and co-founder and CEO of gameLab. He has taught at
universities including MIT, the University of Texas, Parsons School of Design,
New York University, Rhode Island School of Design, and the School of Visual
Arts.
Table of Contents:
ForewordWarren
Spector
x
PrefaceKatie Salen and
Eric Zimmerman
xvi
interstitial: How to Win "Super
Mario Bros"
Topic Essays by Katie Salen
and Eric Zimmerman
1
The Player Experience
3
The Rules of a Game
9
Gaming the Game
15
The Game Design Process
21
Player and Character
27
Games and Narrative
33
Game Communities
39
Speaking of Games
45
Game Design Models
53
Game Economies
59
Game Spaces
65
Cultural Representation
71
What is a Game?
77
What is Play?
83
interstitial:
Cosplay
Texts: Bibliography
91
Chart of Texts and
Topics
93
interstitial: Urban
Invasion
Nature and Significance of Play as
a Cultural Phenomenon (1955)Johan Huizinga
96
The Definition of Play: The
Classification of Games (1962)Roger Caillois
122
Shoot Club: The DOOM 3 Review
(2004)Tom Chick
156
interstitial: Collateral
Romance
Construction of a Definition
(1990)Bernard Suits
172
I Have No Words & I Must
Design (1994)Greg Costikyan
192
The Cabal: Valve's Design Process
for Creating Half-Life (1999)Ken Birdwell
212
interstitial: Urban
Games
Semiotic Domains: Is Playing Video
Games a "Waste of Time?" (2003)James Gee
228
The Evil Summoner FAQ v1.0: How to
Be a Cheap Ass (2001)Mochan
268
Play and Ambiguity
(2001)Brian Sutton-Smith
296
A Theory of Play and Fantasy
(1972)Gregory Bateson
314
"Complete Freedom of Movement":
Video Games as Gendered Play Spaces (1998)Henry Jenkins
330
interstitial: DDR Step
Charts
Formal Abstract Design Tools
(1999)Doug Church
366
Game Theory
(1992)William Poundstone
382
Games and Design Patterns
(2005)Staffan Bjork and Jussi Holopainen
410
Tools for Creating Dramatic Game
Dynamics (2005)Marc LeBlanc
438
Game Analysis: Centipede
(2001)Richard Rouse III
460
interstitial: Indie Game
Jam
Unwritten Rules
(1999)Stephen Sniderman
476
Beyond the Rules of the Game: Why
Are Rooie Rules Nice? (1983)Linda Hughes
504
Changing the Game
(1978)Bernard DeKoven
518
The Design Evolution of Magic: The
Gathering (1993 | 2004)Richard Garfield
538
interstitial: Blast
Theory
Eyeball and Cathexis
(1983)David Sudnow
558
Frames and Games
(1983)Gary Alan Fine
578
Bow, Nigger
(2004)always_ black
602
Cultural Models: Do You Want to Be
the Blue Sonic or the Dark Sonic? (2003)James Gee
610
interstitial: Red vs.
Blue
Interaction and Narrative (2000 |
2005)Michael Mateas and Andrew Stern
642
Game Design as Narrative
Architecture (2004)Henry Jenkins
670
Adventure as a Video Game:
Adventure for the Atari 2600 (1983-84)Warren Robinett
690
Eastern Front (1941)
(2003)Chris Crawford
714
interstitial: Serious
Games
The Lessons of Lucasfilm's Habitat
(1990)F. Randall Farmer and Chip Morningstar
728
Hearts, Clubs, Diamonds, Spades:
Players Who Suit MUDs (1996)Richard Bartle
754
Declaring the Rights of Players
(2000)Raph Koster
788
Virtual Worlds: A First-Hand
Account of Market and Society on the Cyberian Frontier
(2001)Edward Castronova
814
interstitial:
Painstation
Coda: Piercing the Spectacle
(2005)Brenda Laurel
866
interstitial: Le
Parkour
Interstitial Credits
872
Index
876
Final WordKatie Salen
and Eric Zimmerman