E-Book, Englisch, 200 Seiten
Dillon On the Way to Fun
1. Auflage 2011
ISBN: 978-1-4398-7689-3
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
An Emotion Based Approach to Successful Game Design
E-Book, Englisch, 200 Seiten
ISBN: 978-1-4398-7689-3
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Introduction: What Makes a Game Fun?
Emotions and Games: The 6-11 Framework
What Are Basic Emotions and Instincts?
Introducing the 6-11 Framework
Contextualizing the 6-11 Framework
Emotional Analysis of a Gameplay Session
Making Fun Games the Emotional Way
Case Studies: Retro Games
Why Retro Games?
• Computer Space Vs. Space Invaders
• Asteroids
• Battlezone
• Pac-Man
• Rescue at Rigel
• Haunted House
• Pooyan
• Robotron 2084
• Pitfall!
• Advanced Dungeons & Dragons: Cloudy Mountain
• 3-D Monster Maze
• E.T. the Extra-Terrestrial
• Dracula
• Planetfall
• Safecracker
• Seven Cities of Gold
• Spy vs. Spy
• Little Computer People
• Captain Blood
Case Studies: Indie Games
Why Indie Games?
• Toribash
• Braid
• I Wish I Were the Moon
• Castle Crashers
• Tag
• Flower
• Plants vs. Zombies
• World of Goo & Crayon Physics Deluxe
Conclusions
In the End