
Credits ii - Foreword iii - Parti: Concerning 1 - The Game Is Not the Rules 2 - by James Ernest - Play More Games V - by Richard Garfield - Pacing Gameplay 11 - Three-Act Structure Just Like God and Aristotle Intended - by Jeff Tidball - Metaphor vs. Mechanics 19 - Don '/ Fight the Fusion - by Matt Forbeck - Whose Game Is It Anyway? 24 - by Mike Selinker - Part 2: Design 33 - How I Design a Game 34 - by Andrew Looney - Design Intuitively 42 - by Rob Daviau - Come on in and Stay a While 50 - Designing Gateway Games to Create New Gamers - by Lisa Steenson - The Most Beautiful Game Mechanics 56 - by Mike Selinker - Strategy Is Luck 61 - by James Ernest - Let's Make It Interesting 66 - Designing Gambling Games - by James Ernest - Part 3: Development - Developing Dominion 74 - What Game Development Is All About - by Dale Yu - Thinking Exponentially 80 - The Tricky Task of Imbalancing Collectible Games - by Paul Peterson - Stealing the Fun 84 - by Dave Howell - Writing Precise Rules 90 - by Mike Selinker - It's Not Done Till They Say It's Done 99 - The Who, What, Where, When, and Why of Playtesting - by Teeuwynn Woodruff - Put 4: Presentation 107 - Amazing Errors in Prototyping 108 - by Steve Jackson - Everything You Always Wanted to Know About Prototypes* 112 - *(But Were Afraid to Ask) - by Dale Yu - Life's a Pitch 118 - How to License Your Game - by Richard C. Levy - Getting Your Game Published 124 - The Process from Proposal to Print - by Michelle Nephew - Afterword 137.
Page Count:
138
Publication Date:
2011-01-01
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