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Each Game Mechanisms Entry Contains: The definition of the
mechanism An explanatory diagram of the mechanism Discussion of how
the mechanism is used in successful games Considerations for
implementing the mechanism in new designs
Description: Many new games are from first-time designers or are
self-published, so there is a tremendous thirst for information
about the nuts and bolts of tabletop game design. While there are
many books about the design process in terms of mechanisms and
player experience, there are no books that cover the arts and
crafts aspects of how to create a prototype, software and physical
tools that can be used, graphic design and rules writing, and
considerations for final production. Gamecraft: Prototyping and
Producing Your Board Game presents this information in a single
volume which will be invaluable for up-and-coming designers and
publishers. Key Features: The text compiles information from many
websites, blogs, Facebook groups, subreddits, and the author's
extensive experience in an easy-to-read volume. The text
illustrates how to lay out and assemble the physical aspects of an
effective board game. The book is divided into two sections for
readability and covers a large array of different techniques.
Geoffrey Engelstein is the designer of many tabletop games,
including The Ares Project, the Space Cadets series, The Dragon
& Flagon, and The Expanse. He is the founder of Ludology, a
bi-weekly podcast about game design, and a contributor to the Dice
Tower podcast with his bi-weekly GameTek segments that discuss the
math, science, and psychology of games. He has also published
several books, including GameTek: The Math and Science of Gaming,
Achievement Relocked: Loss Aversion and Game Design, and Building
Blocks of Tabletop Game Design. He is on the faculty of the NYU
Game Center as an adjunct professor for Board Game Design and has
been invited to speak at PAX, GenCon, Metatopia, and the Game
Developers Conference.
Each Game Mechanisms Entry Contains: The definition of the
mechanism An explanatory diagram of the mechanism Discussion of how
the mechanism is used in successful games Considerations for
implementing the mechanism in new designs
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Gametek (Paperback)
Geoffrey Engelstein
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R350
Discovery Miles 3 500
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Ships in 12 - 17 working days
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What games can teach us about life, the universe and ourselves. If
you shuffle a deck of cards what are the odds that the sequence is
unique? What is the connection between dice, platonic solids and
Newton's theory of gravity? What is more random: a dice tower or a
number generator? Can you actually employ a strategy for a game as
basic as Rock-Paper-Scissors? These are all questions that are
thrown up in games and life. Games involve chance, choice,
competition, innovation, randomness, memory, stand-offs and
paradoxes - aspects that designers manipulate to make a game
interesting, fun and addictive, and players try to master for
enjoyment and winning. But they also provide a fascinating way for
us to explore our world; to understand how our minds tick, our
numbers add up, and our laws of physics work. This is a book that
tackles the big questions of life through the little questions of
games. With short chapters on everything from memory games to the
Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating
reading anyone for who wants to explore the world from a new
perspective - and a must-read book for serious designers and
players. PRAISE 'Math, physics, psychology and all the other stuff
you didn't even realise you were using while playing board games!
Dr E has opened the door to the game under the game in fascinating,
fun detail. Now you have NO reason to ever lose again! Rock!' Tommy
Dean, board-gamer and stand-up comic
Description: Many new games are from first-time designers or are
self-published, so there is a tremendous thirst for information
about the nuts and bolts of tabletop game design. While there are
many books about the design process in terms of mechanisms and
player experience, there are no books that cover the arts and
crafts aspects of how to create a prototype, software and physical
tools that can be used, graphic design and rules writing, and
considerations for final production. Gamecraft: Prototyping and
Producing Your Board Game presents this information in a single
volume which will be invaluable for up-and-coming designers and
publishers. Key Features: The text compiles information from many
websites, blogs, Facebook groups, subreddits, and the author's
extensive experience in an easy-to-read volume. The text
illustrates how to lay out and assemble the physical aspects of an
effective board game. The book is divided into two sections for
readability and covers a large array of different techniques.
Geoffrey Engelstein is the designer of many tabletop games,
including The Ares Project, the Space Cadets series, The Dragon
& Flagon, and The Expanse. He is the founder of Ludology, a
bi-weekly podcast about game design, and a contributor to the Dice
Tower podcast with his bi-weekly GameTek segments that discuss the
math, science, and psychology of games. He has also published
several books, including GameTek: The Math and Science of Gaming,
Achievement Relocked: Loss Aversion and Game Design, and Building
Blocks of Tabletop Game Design. He is on the faculty of the NYU
Game Center as an adjunct professor for Board Game Design and has
been invited to speak at PAX, GenCon, Metatopia, and the Game
Developers Conference.
How game designers can use the psychological phenomenon of loss
aversion to shape player experience. Getting something makes you
feel good, and losing something makes you feel bad. But losing
something makes you feel worse than getting the same thing makes
you feel good. So finding $10 is a thrill; losing $10 is a tragedy.
On an "intensity of feeling" scale, loss is more intense than gain.
This is the core psychological concept of loss aversion, and in
this book game creator Geoffrey Engelstein explains, with examples
from both tabletop and video games, how it can be a tool in game
design. Loss aversion is a profound aspect of human psychology, and
directly relevant to game design; it is a tool the game designer
can use to elicit particular emotions in players. Engelstein
connects the psychology of loss aversion to a range of phenomena
related to games, exploring, for example, the endowment effect-why,
when an object is ours, it gains value over an equivalent object
that is not ours-as seen in the Weighted Companion Cube in the game
Portal; the framing of gains and losses to manipulate player
emotions; Deal or No Deal's use of the utility theory; and regret
and competence as motivations, seen in the context of legacy games.
Finally, Engelstein examines the approach to Loss Aversion in three
games by Uwe Rosenberg, charting the designer's increasing mastery.
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