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DEVELOPMENT ESSENTIALS:
Jeannie Novak
; \ DELMAR »% CENGAGE Learning
A u s t r a l i a • B r a z i l • J a p a n • K o r e a • M e x i c o • S i n g a p o r e • S p a i n • U n i t e d K i n g d o m • U n i t e d S t a t e s
CONTENTS Introduction xiii About the Game Development Essentials Series xiv About Game Development Essentials: An Introduction xiv Who Should Read This Book? xv How Is This Book Organized? xvi How To Use This Text xviii
Key Chapter Questions xviii Sidebars xviii Tips xviii Quotes xxix Notes xvix Case Studies xvix Profiles xx Chapter Review xx
About the Companion DVD xx About the Instructor's Guide xxi About the Author xxi Acknowledgments xxii Questions and Feedback xxvi Dedication xxvii
P a r t I: S e t u p bu i ld ing t h e f o u n d a t i o n . . . . . . . . 1
Chapter 1 Historical Elements: how did we get here? 3
Key Chapter Questions 3
Before the Arcades 4 The Arcade Phenomenon 5
Computer Space 6 Pong 8 Рас-Man 10 Donkey Kong 11
The Birth of Console Games 14
Atari VCS/2600 14
Mattel Intellivision 15
Coleco Vision 16
The Video Game Slump & a New Golden Age 18
Nintendo 18
Sega 20
The "Big Three" Console Wars 22
The Personal Computer Revolution 23
Mainframes and Text Adventures 23
Apple II 25
Commodore 64 26
Multiplayer Meets the Online Elite 28
PLATO 28
MUDs 28
CompuServe 29
QuantumLink 29
GEnie 30
Convergence: Industry Segments Come Together 32
Into the Future 34
Chapter Review 35
Chapter 2 Player Elements: who plays and why? 37
Key Chapter Questions 37
Game Market 38
Player Motivation 38
Social Interaction 41
Physical Seclusion 41
Competition 42
Knowledge 42
Mastery 43
Escapism 43
Addiction 44
Geographies 45
Psychographics 51
VALS Psychotypes 51
Myers-Briggs Type Indicator (MBTI) 52
Demographics 53
Gender 54
Generation 56
Applying Player Markets to Genres, Platforms & Applications 68
Chapter Review 69
Chapter 3 Game Elements: what are the possibilities? 71
Key Chapter Questions 71
Applications 72
Entertainment 72
Community-Building 72
Education 73
Recruitment & Training 77
Marketing & Advertising 78
Platform 80
Arcade 80
Console 81
Computer 82
Online 83
Handheld 85
Tabletop 86
Time Interval 87
Turn-Based 87
Real-Time 87
Time-Limited 88
Player Mode 88
Single-Player 89
Two-Player 89
Local Multiplayer 90
LAN-Based Multiplayer 91
Online Multiplayer 92
Genres 93
Action 94
Adventure 97
Action-Adventure 99
Casino 99
Puzzle 99
Role-Playing Games (RPGs) 100
Simulations 103
Strategy 106
Massively Multiplayer Online Games 108
Market I l l
Generation 112
Rating 112
Concept Development & Documentation 113
Chapter Review 114
Part II: Scenarios creating compelling content . . . 115
Chapter 4 Storytelling: creating the narrative 117
Key Chapter Questions 117
Storytelling Traditions 118
Generating Ideas 118
Traditional Story Structure 121
Hollywood Three-Act 121
Monomyth & Hero's Journey 122
Story Elements 127
Premise (High Concept) 128
Backstory 129
Synopsis 129
Theme 129
Setting 129
Plot 131
Balancing Conflict 131
Shifting Focus 131
Foreshadowing Events 132
Suspension of Disbelief 132
Realism 132
Game Story Devices 135
Interactivity 135
Non-Linearity 136
Player Control 137
Collaboration 139
Immersion 140
Game Storytelling & Documentation 144
Gameplay: The Real Storytelling Device? 145
Chapter Review 146
Chapter 5 Characters: creating the identity 1 49
Key Chapter Questions 14Э
Game Characters 150 Player Characters & Avatars 150 Non-Player Characters 152 Character Types 152
Classic Character Archetypes 153 Hero 153 Shadow 154 Mentor 154 Allies 155 Guardian 155 Trickster 155 Herald 156 Protagonist 156 Antagonist 157 Co-Protagonists 159 Supporting Characters 160
Character Development Elements 160 Character Triangle 160 Character Arc 161
Point-of-View 162 First-Person 162 Third-Person 163
Visual Character Development 165 Techniques 167 Style 170
Verbal Character Development 170 Narration 170 Monologue 171 Dialogue 171
Movement 176 Signature 176 Idle 176 Walking Cycle 176
Background, History & Advancement 176 Class & Race 177 Skill 177
Character Description 178 Chapter Review 179
Chapter 6 Gameplay: creating the experience 181
Key Chapter Questions 181
Rules 182
Victory Conditions 182
Loss Conditions 184
Interactivity Modes 184
Player-to-Game 185
Player-to-Player 185
Player-to-Developer 186
Player-to-Platform 187
Game Theory 187
Zero-Sum 188
Non Zero-Sum 188
Types of Challenges 191
Implicit & Explicit 191
Perfect & Imperfect Information 192
Intrinsic & Extrinsic Knowledge 193
Pattern Recognition & Matching 194
Spatial Awareness 194
Micromanagement 195
Reaction Time 195
Challenges & Game Goals 196
Balance 197
Static Balance 198
Dynamic 202
Economies 203
Gameplay & Level Design 205
Chapter Review 206
Chapter 7 Levels: creating the world 209
Key Chapter Questions 209
Level Design 210
Structure 210
Goal 210
Flow 211
Duration 211
Availability 212
Relationship 212
Progression 213
Time 215
Authentic 215
Limited 216
Variable 216
Player-Adjusted 216
Altered 217
Space 217
Perspective & Camera 218
Terrain & Materials 220
Radiosity & Effects 221
Scale 222
Boundaries 223
Realism 224
Style 225
Chapter Review 227
Chapter 8 Interface: creating the connection 229
Key Chapter Questions 229
Player-Centered Design 230
Interface & Game Features 231
Interface Types 233
Visual Interfaces 234
Active 234
Passive 235
Platform-Specific Features 236
Manual Interfaces 238
Arcade 238
Computer 239
Console 239
Handheld 242
Visual Interface Components 243
Score 243
Lives and Power 244
Map 245
Character 245
Start Screen 247
Genre-Specific Interface Design 247
Action 247
Adventure 248
Role-Playing 248
Simulation 249
Sports 250
Strategy 250
Usability 251
Accessibility 254
Save-Game Options 259
Quick-Save 259
Auto-Save 259
Save to Slot/File 260
The "Save-Game" Debate 261
Guidelines for a Great Interface 261
Chapter Review 263
Chapter 9 Audio: creating the atmosphere 265
Key Chapter Questions 265
The Importance of Game Audio 266
Game Audio Formats 267
Sound Effects 271
Voice-overs 276
Music 278
Looping Music 283
Game vs. Film Scoring 283
Adaptive Music 287
Chapter Review 292
Part llhStrategy team, process, and community . . . . . . . . . . . . . . 2 9 3
Chapter 10 Roles & Responsibilities: developing the team 295
Key Chapter Questions 295
Company Roles 296
Team Roles 302
Production 302
Design 305
Art 308
Programming 312
Audio 318
Testing & Quality Assurance (QA) 318
Marketing 321
Tools 321
Level Design 321
Game Engine Programming 322
Art 329
Audio 330
Chapter Review 331
Chapter 1 1 Production & Management: developing the process 333
Key Chapter Questions 333
Development Phases 334
Concept 334
Pre-Production 335
Prototype 336
Production 339
Alpha 341
Beta 342
Gold 343
Post-Production 346
Management 347
Game Documentation 357
Concept 360
Game Proposal 364
Game Design Document 368
Art Style Guide 371
Technical Design Document 371
Project Plan 372
Test Plan 372
Chapter Review 373
Chapter 12 Marketing & Maintenance: developing the community 3 7 5
Key Chapter Questions 375
Marketing 376 Advertising 382 Public Relations (PR) 383 Sales 384 Promotion 384
Customer Support 385 Official Web Site 386 Tutorials 386 Player Forums 387 Newsletters 387 Player Matching 387
Prosumerism: Player as Developer 390 Modding 392 Fan-Produced Content 394 Fan Sites 395
Chapter Review 397
Conclusion The Future: where are we going? 3 9 8 What Types of Games Will Be Played in the Future? 398 Who Will Develop the Games of the Future? 403 How Will Games Be Developed? 406 How Will Games Be Played? 412 Who Will Play and How Will We Reach Them? 417 The Future of Entertainment? 420
Resources 4 2 1 Index 4 2 7
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