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Item Details
Title: 21ST CENTURY GAME DESIGN
By: Chris Bateman, Richard Boon
Format: Paperback

List price: £66.99


We currently do not stock this item, please contact the publisher directly for further information.

ISBN 10: 1584504293
ISBN 13: 9781584504290
Publisher: CENGAGE LEARNING, INC
Pub. date: 29 August, 2005
Pages: 332
Description: The book demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make.
Synopsis: 21st Century Game Design is not just a book about game design. It's an answer to two important questions: who are we designing games for and how do we do it best? Written by industry pros, the book teaches designers how to design better games from a why perspective. All good designers know the fundamentals of how to design a game, but learning to design games that really satisfy your players takes more than technical skill. To do this successfully, you need to know your intended audience and understand their needs. Throughout the book you'll learn about defining and investigating player needs. A model of play styles is then presented that was developed by applying psychological metrics to survey data and case studies. This model identifi es some of the core themes in player needs as represented by four player types-- Conqueror, Manager, Wanderer, and Participant. In addition to discussing player needs, the book also explores how games can reach wider audiences by appealing to the interests of the core gaming community, and it considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience. The book does not attempt to present an absolute view of the craft of game design, but rather it demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.
Publication: US
Imprint: Charles River Media
Returns: Returnable
Some other items by this author:
ABOUT DAVID HARE (PB)
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ADOLESCENT LITERACY (PB)
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CHAOS ETHICS
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CLINGING TO THE EDGE
IMAGINARY GAMES
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MODERN BRITISH PLAYWRITING: 2000-2009
MODERN BRITISH PLAYWRITING: 2000-2009
MODERN BRITISH PLAYWRITING: 2000-2009 (HB)
MODERN BRITISH PLAYWRITING: 2000-2009 (PB)
MODERN BRITISH PLAYWRITING: THE 1950S
MODERN BRITISH PLAYWRITING: THE 1950S
MODERN BRITISH PLAYWRITING: THE 1950S (HB)
MODERN BRITISH PLAYWRITING: THE 1950S (PB)
MODERN BRITISH PLAYWRITING: THE 1960S
MODERN BRITISH PLAYWRITING: THE 1960S
MODERN BRITISH PLAYWRITING: THE 1960S (HB)
MODERN BRITISH PLAYWRITING: THE 1960S (PB)
MODERN BRITISH PLAYWRITING: THE 1970S
MODERN BRITISH PLAYWRITING: THE 1970S
MODERN BRITISH PLAYWRITING: THE 1970S (HB)
MODERN BRITISH PLAYWRITING: THE 1970S (PB)
MODERN BRITISH PLAYWRITING: THE 1980S
MODERN BRITISH PLAYWRITING: THE 1980S
MODERN BRITISH PLAYWRITING: THE 1980S (HB)
MODERN BRITISH PLAYWRITING: THE 1980S (PB)
MODERN BRITISH PLAYWRITING: THE 1990S
MODERN BRITISH PLAYWRITING: THE 1990S
MODERN BRITISH PLAYWRITING: THE 1990S (HB)
MODERN BRITISH PLAYWRITING: THE 1990S (PB)
MYTHOLOGY OF EVOLUTION THE (PB)
PLAYS OF TIMBERLAKE WERTENBAKER (HB)
PLAYS OF TIMBERLAKE WERTENBAKER (PB)
THE CAMBRIDGE COMPANION TO DAVID HARE (HB)
THE CAMBRIDGE COMPANION TO DAVID HARE (PB)
THE MYTHOLOGY OF EVOLUTION
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