The Game Design Reader: A Rules of Play Anthology

The Game Design Reader: A Rules of Play Anthology

作者: Katie Salen Eric Zimmerman
出版社: MIT
出版在: 2005-11-23
ISBN-13: 9780262195362
ISBN-10: 0262195364
裝訂格式: Hardcover
總頁數: 960 頁





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




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