Artwork

A tartalmat a New Books Network biztosítja. Az összes podcast-tartalmat, beleértve az epizódokat, grafikákat és podcast-leírásokat, közvetlenül a New Books Network vagy a podcast platform partnere tölti fel és biztosítja. Ha úgy gondolja, hogy valaki az Ön engedélye nélkül használja fel a szerzői joggal védett művét, kövesse az itt leírt folyamatot https://hu.player.fm/legal.
Player FM - Podcast alkalmazás
Lépjen offline állapotba az Player FM alkalmazással!

Tom Smith, "Anatomy of Game Design" (CRC Press, 2024)

28:05
 
Megosztás
 

Manage episode 447560766 series 3594417
A tartalmat a New Books Network biztosítja. Az összes podcast-tartalmat, beleértve az epizódokat, grafikákat és podcast-leírásokat, közvetlenül a New Books Network vagy a podcast platform partnere tölti fel és biztosítja. Ha úgy gondolja, hogy valaki az Ön engedélye nélkül használja fel a szerzői joggal védett művét, kövesse az itt leírt folyamatot https://hu.player.fm/legal.

People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.

Anatomy of Game Design (CRC Press, 2024) takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.

Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again?

Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development.

Key Features:

  • Uses well-known games to provide specific, discrete examples of broader game design theory
  • Discusses eight popular games using the same methodology to allow comparison of different types of games
  • Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release
  • Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking

Rudolf Thomas Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.

Learn more about your ad choices. Visit megaphone.fm/adchoices

  continue reading

104 epizódok

Artwork
iconMegosztás
 
Manage episode 447560766 series 3594417
A tartalmat a New Books Network biztosítja. Az összes podcast-tartalmat, beleértve az epizódokat, grafikákat és podcast-leírásokat, közvetlenül a New Books Network vagy a podcast platform partnere tölti fel és biztosítja. Ha úgy gondolja, hogy valaki az Ön engedélye nélkül használja fel a szerzői joggal védett művét, kövesse az itt leírt folyamatot https://hu.player.fm/legal.

People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.

Anatomy of Game Design (CRC Press, 2024) takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.

Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again?

Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development.

Key Features:

  • Uses well-known games to provide specific, discrete examples of broader game design theory
  • Discusses eight popular games using the same methodology to allow comparison of different types of games
  • Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release
  • Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking

Rudolf Thomas Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.

Learn more about your ad choices. Visit megaphone.fm/adchoices

  continue reading

104 epizódok

Minden epizód

×
 
Loading …

Üdvözlünk a Player FM-nél!

A Player FM lejátszó az internetet böngészi a kiváló minőségű podcastok után, hogy ön élvezhesse azokat. Ez a legjobb podcast-alkalmazás, Androidon, iPhone-on és a weben is működik. Jelentkezzen be az feliratkozások szinkronizálásához az eszközök között.

 

Gyors referencia kézikönyv