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Fundamentals of Game Design
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A major update to Rollings and Adams on Game Design.

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What’s New

  • Four more chapters plus a new appendix.
  • Extensive additions to the material on character development, storytelling, core mechanics, and user interface design.
  • Every chapter revised and expanded to take into account recent developments.
  • New exercises and multiple choice questions in addition to the design worksheets from before.
  • New Companion Website with student and instructor resources, plus extra material that didn’t fit into the printed book.

Table of Contents

See it in Prentice Hall’s catalog

Sample Chapter from the Book (PDF)

Online chapters: Ch 21 Ch 22 Appendix

If you are a bona fide instructor in higher education,
 please contact me for information about how to get a free evaluation copy.

About the Book

Fundamentals has been adopted at:

  • MIT
  • Georgia Tech
  • Cornell University
  • University of Illinois at
    Urbana-Champaign
  • Michigan State University
  • Northwestern University*
  • Rensselaer Polytechnic Institute
  • Worcester Polytechnic Institute
  • University of New South Wales, Australia
  • Monash University, Australia
  • DeVry University
  • College of DuPage
  • Lawrence Technological University
  • Santa Monica College
  • Central Piedmont Community College
  • Wake Technical Community College

* recommended, not required

Three years after the publication of Andrew Rollings and Ernest Adams on Game Design (and six years after first we started writing that book), it’s time for another edition. But this version contains so much new material that Prentice-Hall gave it a new title as well, Fundamentals of Game Design. The earlier book caught on as a textbook, and we have added more features to help instructors and students. It now has multiple choice questions and exercises at the end of every chapter. We’ve also kept the worksheets of questions to ask yourself about your design, which were a popular feature of the older work. In fact, we put in so much new stuff that we had to move two of the chapters from the old book (Online Games and The Future of Gaming) onto the new Companion Website at Prentice-Hall.

Fundamentals is more rigorous than Rollings and Adams was, and more comprehensive. It now includes more formal definitions of such important concepts as gameplay, core mechanics, interaction models, and the storytelling engine. We have also increased our emphasis on design process, with more how-to information than the earlier book had. We’ve written four new chapters, a glossary, and an appendix, and expanded our discussion in a number of places.

Here are the names of the new chapters:

    Design Components and Processes. We break the game into key components, and propose a process for doing game design based on current industry practice.

    Creative and Expressive Play. The previous book only touched upon these important aspects of video gaming in the context of other things. We now give them a chapter to themselves.

    Core Mechanics. In Rollings and Adams we had one chapter on mechanics, called The Internal Economy of Games and Game Balancing. We’ve split it into two: one called Core Mechanics and one called Game Balancing. This time we go into much more detail about what mechanics are and how to design them. The balancing chapter is also longer.

    General Principles of Level Design. This was an area that we just didn’t have time to address in the previous book. Level design is a critically important part of the job, and though we can’t cover everything, we now provide a solid grounding in the basics.

    Appendix: Designing to Appeal to Particular Groups. We added this to cover a number of issues that designers ought to know about choosing a target audience: men and women, adults and children, girls and boys, and how to make your game more accessible to people with impairments of various kinds.

Part I Table of Contents

(Part II is devoted to the genres of games. Its table will be added shortly.)

Chapter 1: Games and Video Games

What is a Game?

Toys, Puzzles, and Games

The Definition of a Game

The Essential Elements of a Game

Play

Pretending

A Goal

The Rules

Things That a Game is Not

Gameplay

Challenges

Actions

The Definition of Gameplay

Fairness

Symmetry and Asymmetry

Competition and Cooperation

Conventional Games versus Video Games

Hiding the Rules

Setting the Pace

Presenting a Game World

Artificial Intelligence

How Video Games Entertain

Gameplay

Aesthetics

The Graphics versus Gameplay Debate

The Importance of Harmony

Storytelling

Risks and Rewards

Novelty

Learning

Creative and Expressive Play

Immersion

Socializing

Chapter 2: Design Components and Processes

A Note on Terminology

Approaching the Task

Art, Engineering, or Craft?

The Player-Centric Approach

Misconception 1: I Am My Own Typical Player

Misconception 2: The Player Is My Opponent

Other Motivations That Influence Design

Integrating for Entertainment

The Key Components of Video Games

Core Mechanics

User Interface

Interaction Models

Perspectives

The Structure of a Video Game

Gameplay Modes

Shell Menus and Screens

Forming the Structure

Stages of the Design Process

The Concept Stage

Getting a Concept

Defining an Audience

Determining the Player's Role

Fulfilling the Dream

The Elaboration Stage

Defining the Primary Gameplay Mode

Designing the Protagonist

Defining the Game World

Designing the Core Mechanics

Creating Additional Modes

Level Design

Writing the Story

Build, Test, and Iterate

The Tuning Stage

Game Design Teams

Documenting the Design

Why Do We Need Documents?

Types of Design Documents

High Concept Document

Game Treatment Document

Character Design Document

World Design Document

Flowboard

Story and Level Progression Document

The Game Script Document

Anatomy of a Game Designer

Imagination

Technical Awareness

Analytical Competence

Mathematical Competence

Aesthetic Competence

General Knowledge and the Ability to Research

Writing Skills

Drawing Skills

The Ability to Compromise

Chapter 3: Game Concepts

Getting an Idea

Dreaming the Dream

Game Ideas from Other Media

Game Ideas from Other Games

Communicating Your Dream to Others

From Idea to Game Concept

The Player's Role

What Is the Player Going to Do?

Defining the Role

Choosing a Genre

The Classic Game Genres

Hybrid Games

Defining Your Target Audience

The Dangers of Binary Thinking

Reasoning Statistically about Player Groups

Strive for Inclusiveness, not Universality

Core Versus Casual

Other Distinctions

Progression Considerations

Types of Game Machines

Home Game Consoles

Personal Computers

Handheld Game Machines

Mobile Phones and Wireless Devices

Other Devices

Chapter 4: Game Worlds

What Is a Game World?

The Purposes of a Game World

The Dimensions of a Game World

The Physical Dimension

Spatial Dimensionality

Scale

Boundaries

The Temporal Dimension

Variable Time

Anomalous Time

Letting the Player Adjust Time

The Environmental Dimension

Cultural Context

Physical Surroundings

Detail

Defining a Style

Overused Settings

Sources of Inspiration

The Emotional Dimension

Influencing the Player's Feelings

The Limitations of Fun

You Can't Paint Emotion by Numbers

The Ethical Dimension

Moral Decision-Making

A Word about Game Violence

Realism

Chapter 5: Creative and Expressive Play

Self-Defining Play

Functional Attributes

Cosmetic Attributes

Creative Play

Constrained Creative Play

Play Limited by an Economy

Creating to Physical Standards

Creating to Aesthetic Standards

Freeform Creative Play and Sandbox Mode

Storytelling Play

Game Modifications

Level Editors

Bots

Dangers of Allowing Mods

Chapter 6: Character Development

The Goals of Character Design

The Relationship Between Player and Avatar

Player-Designed Avatar Characters

Specific and Nonspecific Avatars

The Effects of Different Control Mechanisms

Male and Female Players and Characters

Designing Your Avatar Character

Visual Appearances

Character Physical Types

Humanoids, Nonhumanoids, and Hybrids

Cartoon-Like Qualities

Hypersexualized Characters

Clothing, Weapons, Symbolic Objects, and Names

Color Palette

Sidekicks

Creating Character Depth

Role, Attitudes, and Values

Attributes

Character Dimensionality

Character Growth

Character Archetypes

Audio Design

Sound Effects

Voice and Language

Chapter 7: Storytelling and Narrative

Why Put Stories in Games?

Key Concepts

Story

Requirements of Good Stories

Interactive Stories

Narrative

The Role of Narrative

Commonly Used Narrative Blocks

Forms of Narrative

Balancing Narrative and Gameplay

Dramatic Tension and Gameplay Tension

Dramatic Tension

Gameplay Tension

The False Analogy

The Storytelling Engine

Linear Stories

Nonlinear Stories

Branching Stories

Immediate, Deferred, and Cumulative Influence

The Branching Story Structure

Disadvantages of the Branching Story

Foldback Stories

Emergent Narrative

Endings

Challenges and Choices

When to Use Multiple Endings

Granularity

Mechanisms for Advancing the Plot

The Story as a Series of Challenges or Choices

The Story as a Journey

The Story as a Drama

Emotional Limits of Interactive Stories

Emotional Limits of Nonlinear Stories

Emotional Limits of Avatar-Based Games

Scripted Conversations and Dialog Trees

Structure of a Dialog Tree

Benefits of Scripted Conversations

When to Write the Story

Other Considerations

Avoid the Frustrated Author Syndrome

Episodic Delivery

Unlimited Series

Serials

Limited Series

Potential and Limits of Episodic Delivery

Chapter 8: Creating the User Experience

What Is the User Experience?

Player-Centric Interface Design

About Innovation

Some General Principles

What the Player Needs to Know

What the Player Wants to Do

The Design Process

Define the Gameplay Modes First

Choosing a Screen Layout

Telling the Player What He Needs to Know

Letting the Player Do What She Wants to Do

Shell Menus

Managing Complexity

Simplify the Game

Abstraction

Automation

Depth Versus Breadth

Context-Sensitive Interfaces

Avoiding Obscurity

Interaction Models

Perspectives

The 3D Versus 2D Question

First-Person Perspective

Advantages of the First-Person Perspective

Disadvantages of the First-Person Perspective

Third-Person Perspective

Camera Behavior When the Avatar Turns

Intruding Landscape Objects

Player Adjustments to the Camera

Aerial Perspectives

Top-Down Perspective

Isometric Perspective

Free-Roaming Camera

Context-Sensitive Perspectives

Other 2D Display Options

Visual Elements

Main View

Windowed Views

Opaque Overlays

Semitransparent Overlays

Feedback Elements

Indicators

Mini-Maps

Use of Color

Character Portraits

Screen Buttons and Menus

Text

Localization

Typefaces and Formatting

Audio Elements

Sound Effects

Ambient Sounds

Music

Dialog and Voiceover Narration

Input Devices

Terminology

Two-Dimensional Input Devices

Directional Pads (D-Pads)

Joysticks

The Mouse (or Trackball)

Touch-Sensitive Devices

One-Dimensional Input Devices

Controller Buttons and Keys

Knobs, Sliders, and Pressure-Sensitive Buttons

Navigation Mechanisms

Terminology

Screen-Oriented Steering

Top-Down and Isometric Perspectives

2D Side-Scrolling Games

3D Games

Avatar-Oriented Steering

Joystick and D-Pad Controls

Mouse-Based Control

Flying

Fixed-Wing Aircraft

Helicopters

Spacecraft

Point-and-Click Navigation

Allowing for Customization

Chapter 9: Gameplay

Making Games Fun

Execution Matters More Than Innovation

Finding the Fun Factor

The Hierarchy of Challenges

Informing the Player about Challenges

The Intermediate Challenges

Simultaneous Atomic Challenges

Skill, Stress, and Difficulty

Intrinsic Skill Required

Stress

Difficulty

Commonly Used Challenges

Physical Coordination Challenges

Speed and Reaction Time

Accuracy and Precision

Intuitive Understanding of Physics

Timing and Rhythm

Combination Moves

Logic and Mathematical Challenges

Formal Logic Puzzles

Mathematical Challenges

Races and Time Pressure

Factual Knowledge Challenges

Memory Challenges

Pattern Recognition Challenges

Exploration Challenges

Spatial Awareness Challenges

Locked Doors

Traps

Mazes and Illogical Spaces

Teleporters

Conflict

Strategy

Tactics

Logistics

Survival and Reduction of Enemy Forces

Defending Vulnerable Items or Units

Stealth

Economic Challenges

Accumulating Resources

Achieving Balance

Caring for Living Things

Conceptual Reasoning and Lateral Thinking Puzzles

Conceptual Reasoning

Lateral Thinking

Actions

Actions for Gameplay

Defining Your Actions

Actions That Serve Other Functions

Saving the Game

Reasons for Saving a Game

Consequences for Immersion and Storytelling

Ways of Saving a Game

Passwords

Save to a File or "Save Slot"

Quick-Save

Automatic Save and Checkpoints

To Save or Not to Save

Chapter 10: Core Mechanics

What Are the Core Mechanics?

Turning Rules into Core Mechanics

Where Are the Core Mechanics?

The Core Mechanics as Processes

Functions of the Core Mechanics in Operation

Real-Time Games versus Turn-Based Games

Core Mechanics and Level Design

Key Concepts

Resources

Entities

Simple Entities

Compound Entities

Unique Entities

Defining Entities for Your Game

Mechanics

Relationships Among Entities

Events and Processes

Conditions

Entities with Their Own Mechanics

Numeric and Symbolic Relationships

Numeric Relationships

Symbolic Relationships

Integrating Symbolic and Numeric Relationships

The Internal Economy

Sources

Drains

Converters

Traders

Production Mechanisms

Tangible and Intangible Resources

Feedback Loops, Mutual Dependencies, and Deadlocks

Static and Dynamic Equilibrium

Core Mechanics and Gameplay

Challenges and the Core Mechanics

Passive Challenges

Active Challenges

Actions and the Core Mechanics

Player Actions Trigger Mechanics

Actions Accompanied by Data

Designing the Core Mechanics

Goals of Core Mechanics Design

Strive for Simplicity and Elegance

Look for Patterns, Then Generalize

Don't Try to Get Everything Perfect on Paper

A Note about Level of Detail

Revisit Your Earlier Design Work

List Your Entities and Resources

Add the Mechanics

Think about Your Resources

Study Your Entities

Analyze Challenges and Actions

Look for Global Mechanics

Random Numbers and the Gaussian Curve

Pseudo-Random Numbers

Uniform Distribution

Nonuniform Distribution

The Gaussian Curve

Chapter 11: Game Balancing

What Is a Balanced Game?

Avoiding Dominant Strategies

Dominant Strategies in Video Games

Handling Transitive Relationships Among Player Options

Intransitive Relationships (Rock-Paper-Scissors)

Orthogonal Unit Differentiation

Dominant Strategies in PvE Games

The Role of Chance

Making PvP Games Fair

Balancing Games with Symmetry

Balancing Asymmetric Games

The Point Assignment System

The Example of StarCraft

Balance Issues for Persistent Worlds

Making PvE Games Fair

Managing Difficulty

Factors Outside the Designer's Control

Types of Difficulty

Absolute Difficulty

Relative Difficulty and Power Provided

Perceived Difficulty and In-Game Experience

Creating a Difficulty Progression

Establishing Difficulty Modes

Understanding Positive Feedback

Benefits of Positive Feedback

Controlling Positive Feedback

Positive Feedback in Action

Other Balance Considerations

Avoiding Stagnation

Avoiding Trivialities

Design to Make Tuning Easy

Chapter 12: General Principles of Level Design

What Is Level Design?

Key Design Principles

Universal Level Design Principles

Genre-Specific Level Design Principles

Action Games

Strategy Games

Role-Playing Games

Sports Games

Vehicle Simulations

Construction and Management Simulations

Adventure Games

Artificial Life Games

Puzzle Games

Layouts

Open Layouts

Linear Layouts

Parallel Layouts

Ring Layouts

Network Layouts

Hub-and-Spoke Layouts

Combinations of Layouts

Expanding on the Principles

Atmosphere

Pacing

Pacing in Different Genres

Vary the Pacing

Overall Pacing

Tutorial Levels

The Level Design Process

A Note on Duties and Terminology

Design to Level Design Handoff

Planning Phase

Gameplay

Art

Performance

Code

Prototyping

Level Review

Level Refinement and Lock-Down

Level Design to Art Handoff

First Art and Rigging Pass

Art to Level Design Handoff and Review

Content Integration

Bug Fixing

User Testing and Tuning

Pitfalls of Level Design

Get the Scope Right

Avoid Conceptual Non Sequiturs

Make Atypical Levels Optional

Don't Show the Player Everything at Once

Never Lose Sight of Your Audience

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