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Situational Design lays out a new methodology for designing and
critiquing videogames. While most game design books focus on games
as formal systems, Situational Design concentrates squarely on
player experience. It looks at how playfulness is not a property of
a game considered in isolation, but rather the result of the
intersection of a game with an appropriate player. Starting from
simple concepts, the book advances step-by-step to build up a set
of practical tools for designing player-centric playful situations.
While these tools provide a fresh perspective on familiar design
challenges as well as those overlooked by more transactional design
paradigms. Key Features Introduces a new methodology of game design
that concentrates on moment-to-moment player experience Provides
practical design heuristics for designing playful situations in all
types of games Offers groundbreaking techniques for designing
non-interactive play spaces Teaches designers how to create games
that function as performances Provides a roadmap for the evolution
of games as an art form.
Situational Design lays out a new methodology for designing and
critiquing videogames. While most game design books focus on games
as formal systems, Situational Design concentrates squarely on
player experience. It looks at how playfulness is not a property of
a game considered in isolation, but rather the result of the
intersection of a game with an appropriate player. Starting from
simple concepts, the book advances step-by-step to build up a set
of practical tools for designing player-centric playful situations.
While these tools provide a fresh perspective on familiar design
challenges as well as those overlooked by more transactional design
paradigms. Key Features Introduces a new methodology of game design
that concentrates on moment-to-moment player experience Provides
practical design heuristics for designing playful situations in all
types of games Offers groundbreaking techniques for designing
non-interactive play spaces Teaches designers how to create games
that function as performances Provides a roadmap for the evolution
of games as an art form.
A game designer considers the experience of play, why games have
rules, and the relationship of play and narrative. The impulse
toward play is very ancient, not only pre-cultural but pre-human;
zoologists have identified play behaviors in turtles and in
chimpanzees. Games have existed since antiquity; 5,000-year-old
board games have been recovered from Egyptian tombs. And yet we
still lack a critical language for thinking about play. Game
designers are better at answering small questions (Why is this
battle boring?) than big ones (What does this game mean?). In this
book, the game designer Brian Upton analyzes the experience of
play--how playful activities unfold from moment to moment and how
the rules we adopt constrain that unfolding. Drawing on games that
range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton
develops a framework for understanding play, introducing a set of
critical tools that can help us analyze games and game designs and
identify ways in which they succeed or fail.
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