Game Mechanics : (Record no. 19244)

000 -LEADER
fixed length control field 04301nam a2200229 a 4500
FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 120711n 000 0 eng d
INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780321820273
DATE AND TIME OF LATEST TRANSACTION
control field 20170126095810.0
CONTROL NUMBER
control field 51522
CONTROL NUMBER IDENTIFIER
control field UOWD
MAIN ENTRY--PERSONAL NAME
Personal name Ernest, Adams.
TITLE STATEMENT
Title Game Mechanics :
Remainder of title advanced Game Design /
Statement of responsibility, etc Ernest Adams and Joris Dormans.
PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc Berkeley, CA :
Name of publisher, distributor, etc New Riders Pub,
Date of publication, distribution, etc 2012.
PHYSICAL DESCRIPTION
Extent xiii, 353 p. :
Other physical details col. ill. ;
Dimensions 23 cm.
FORMATTED CONTENTS NOTE
Formatted contents note 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.
STUDY PROGRAM INFORMATION NOTE
Program name CSCI236, CSCI346, CSCI356, CSCI366
Institution to which field applies UOWD
SUMMARY, ETC.
Summary, etc The first in-depth book covering game mechanics by two leading game designers and instructors.••The first in-depth analysis of game mechanics, a required topic for many game design schools.•The first game design textbook dedicated to advanced topics led by a bestselling game design author Ernest Adams.•Makes extensive use of Joris Dormans' free, public Machinations simulation software.•Readers can experiment with exercises from the book in an easy-to-use graphical environment. Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualize and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games. This in-depth resource also comes with hands-on lessons and readers can download a free simulation tool in order to follow along with exercises in the book.
SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games
General subdivision Design.
Source of heading or term sears
SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games
General subdivision Programming.
Source of heading or term sears
ADDED ENTRY--PERSONAL NAME
Personal name Dormans,Joris.
ADDED ENTRY ELEMENTS (KOHA)
Koha item type REGULAR
Holdings
Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent Location Current Location Shelving location Date acquired Source of acquisition Full call number Barcode Date last seen Cost, replacement price Price effective from Koha item type Total Checkouts Total Renewals Date checked out
        University of Wollongong in Dubai University of Wollongong in Dubai MAIN 2012-08-05 AMAUS 784.81526 AD GA T0045313 2017-01-26 51.91 2017-01-26 REGULAR      
        University of Wollongong in Dubai University of Wollongong in Dubai MAIN 2012-08-05 AMAUS 784.81526 AD GA T0045314 2021-11-25 51.91 2017-01-26 REGULAR 4 3 2021-10-26

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