000 | 02917nmm a22002537a 4500 | ||
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999 |
_c7466 _d7466 |
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003 | OSt | ||
005 | 20220826165613.0 | ||
008 | 170208b xxu||||| |||| 00| 0 eng d | ||
020 | _a0321902491 | ||
020 | _a978-0321902498 | ||
040 | _cugd | ||
050 |
_aQA76.76.C672 _bD47 |
||
082 |
_a794.81 _bD47 |
||
100 |
_93107 _aDespain, Wendy |
||
245 | _a100 principles of game design | ||
260 |
_aUnited States of America _bNew Riders _c2013. |
||
300 |
_a223 p. : _bil. |
||
490 | _vNRG | ||
500 | _a1. Universal principles for game innovation : A/symmetric play and synchronicity ; Aces high, jokers wild ; Bartle's player types ; Cooperative vs. oppositional ; Fairness ; Feedback loops ; Gardner's multiple intelligences ; Howard's law of occult game design ; Information ; Koster's theory of fun ; Lazzaro's four keys to fun ; Magic circle ; Making moves ; MDA: mechanics, dynamics, and aesthetics ; Memory vs. skill ; Minimax and maximin ; Nash equilibrium ; Outcomes: Pareto optimality ; Payoffs ; Prisoner's dilemma ; Puzzle development ; Rock, paper, scissors ; Seven universal emotions ; Skinner box ; Social ties ; Tragedy of the commons ; Transparency ; VandenBerghe's five domains of play ; Volunteer's dilemma -- 2. Universal principles for game creation : The 80/20 rule ; Brainstorming methods ; Consumer surplus ; Core gameplay loop ; Define the problem ; Design by committee ; Environmental storytelling ; Experience design ; Flow ; Four ways to be creative ; Game genres ; Game pillars ; Game tropes ; Gestalt ; House rules ; Iteration ; Magic wand ; Metagames ; Objects, attributes, states ; Ooh, shiny! ; Paper prototyping ; Pick two: fast, cheap, good ; Play testing ; Problem-solving obstacles ; Prototyping ; Risk assessment ; Supply and demand ; Synergy ; Theme ; Time and money ; User-centered design ; Wayfinding -- 3. Universal principles for game balancing : Addition pathways ; Attention vs. perception ; Balancing and tuning ; Details ; Doubling and halving ; Economies of scale ; Errors players make ; Errors without punishment ; Hick's law ; Interest curve ; Learning curve ; Loss aversion ; Maslow's hierarchy of needs ; Min/maxing ; Punishment ; Sandbox vs. on rails ; Ten minutes of sustained attention ; Variable rewards -- 4. Universal principles for troubleshooting : Advance organizers ; Affordance cues ; The Buster principle ; Cognitive biases ; Dominant strategy ; Fitts' law ; Fundamental attribution error ; Golden ratio ; Griefing ; Hype ; Instant vs. delayed gratification ; Krug's first law of usability ; Music and dopamine ; Pacing ; Problem-solving approaches ; Satisficing vs. optimizing ; Sense of accomplishment ; Spatial awareness ; Time dilation ; Working memory ; Zero-sum game. | ||
650 | 0 |
_9900 _aJuegos de computadora _vDiseƱo |
|
650 | 0 |
_9900 _aJuegos de computadora _vProgramaciĆ³n |
|
700 |
_93108 _aAcosta, Keyvan _eautor |
||
942 |
_2lcc _cE-BOOK |