{"product_id":"110518","title":"Introduction to Game System Design ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/3jYEEOC1t3VWpFOVwDCiJIoMN24VIJ.png?v=1765104926\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Introduction to Game System Design \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/118104978\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e \u003cb\u003eEverything you need to know about game planning for beginner game designers and developers!\u003cbr\u003e The Star Wars game series and Marvel Ultimate Alliance 2, etc.\u003cbr\u003e Decades of producing popular game titles\u003cbr\u003e Practical know-how from game planning professionals, shared by a seasoned lead system designer!\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e This guide details how to use spreadsheets for game system design, providing a variety of best practices to demonstrate how to easily manage complex game data using spreadsheets. \u003cbr\u003eFrom systematic game data organization using Google Spreadsheets and MS Excel to game rules, mechanic creation, balancing, testing, and probability calculations, master the fundamentals of practical game system design, the foundation for successful game production!\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003eChapter 1 | What is a Game and What is a Player?\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Game properties\u003cbr\u003e __Agree on artificial rules\u003cbr\u003e __Players influence the outcome\u003cbr\u003e __You can play games or not.\u003cbr\u003e __Game sessions are finite\u003cbr\u003e __Game rewards have value only within the game.\u003cbr\u003e __After all, it's a game\u003cbr\u003e Game Player Attributes\u003cbr\u003e __age\u003cbr\u003e __gender\u003cbr\u003e __Patience in learning the rules\u003cbr\u003e __Interest in challenges\u003cbr\u003e __Appropriate investment time\u003cbr\u003e __face preference\u003cbr\u003e __competitiveness\u003cbr\u003e __Platform Preference\u003cbr\u003e __Game play skills\u003cbr\u003e __Preferences for genre\/art\/setting\/narrative\u003cbr\u003e Value from players \u003cbr\u003e__Monetary Value: Various Business Models\u003cbr\u003e __Social and cultural values\u003cbr\u003e __Setting target customer values ​​appropriate to the development team's situation\u003cbr\u003e Case Study: Target Customer Profile Analysis by Game\u003cbr\u003e __chess\u003cbr\u003e __〈Gallagher〉\u003cbr\u003e __〈Mario Kart〉\u003cbr\u003e __〈War of Wesnoth〉\u003cbr\u003e __〈Bejeweled〉\u003cbr\u003e __Why Create a Target Customer Profile?\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 2 | Jobs in the Gaming Industry\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Core Management Team\u003cbr\u003e __Visionary\u003cbr\u003e __Lead Engineer\u003cbr\u003e __Lead Artist\u003cbr\u003e __Lead Designer\u003cbr\u003e __Producer\u003cbr\u003e __Lead Sound Designer\u003cbr\u003e Team lower level positions\u003cbr\u003e __Art\u003cbr\u003e __Engineering\u003cbr\u003e __Production\u003cbr\u003e __design\u003cbr\u003e __Sound Team\u003cbr\u003e __QA Team\u003cbr\u003e __Narrative Designer\u003cbr\u003e __Other duties\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 3 | Questions That Get Good Answers\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e How to ask logical questions\u003cbr\u003e __Steps of the scientific method\u003cbr\u003e __Define questions for data analysis\u003cbr\u003e How to ask for help\u003cbr\u003e __Why How You Ask Questions Matters\u003cbr\u003e __The process of writing good questions\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 4 | Software Tools for Game Development\u003cbr\u003e\u003c\/b\u003e \u003cbr\u003eWhat is data?\u003cbr\u003e Use tools according to your job\u003cbr\u003e __Document Tools\u003cbr\u003e __Image editing tool\u003cbr\u003e __3D modeling tools\u003cbr\u003e __Flowchart tool\u003cbr\u003e __database\u003cbr\u003e __bug tracking software\u003cbr\u003e __game engine\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 5 | Spreadsheet Basics: An Essential Tool for System Design\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Why Use Spreadsheets?\u003cbr\u003e What is a spreadsheet?\u003cbr\u003e Spreadsheet Cells: The Building Blocks of Data\u003cbr\u003e Understanding Cell Structure\u003cbr\u003e __Even complex calculations can be easily done with the formula input line.\u003cbr\u003e __Symbols frequently used in cells\u003cbr\u003e Data storage structure of spreadsheets\u003cbr\u003e __columns and rows\u003cbr\u003e __sheet\u003cbr\u003e __Workbook\u003cbr\u003e How to Get 200% Out of Your Spreadsheets\u003cbr\u003e __Organize data by sheet using separate sheet references\u003cbr\u003e __Keep your sheets clean by hiding data\u003cbr\u003e __If you use a fixed part of the sheet, you don't have to search for the label.\u003cbr\u003e __Leave comments and notes to help your future self.\u003cbr\u003e __Easily fill out simple, repetitive tasks by filling out forms\u003cbr\u003e Let's use __filters to focus on only the data we need now. \u003cbr\u003eData verification to reduce errors\u003cbr\u003e __Enter the data confirmation dialog box\u003cbr\u003e __The secret hidden in the date confirmation\u003cbr\u003e Prevent incorrect data entry by checking the list of __ items.\u003cbr\u003e __Let's name variables using named scopes.\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 6 | The Real Power of Spreadsheets: Functions\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e How to enter arguments\u003cbr\u003e Function structure\u003cbr\u003e Handling tricky functions\u003cbr\u003e Functions that system designers must know\u003cbr\u003e Finding the sum with the __SUM function\u003cbr\u003e Calculating the average with the __AVERAGE function\u003cbr\u003e Finding the median with the __MEDIAN function\u003cbr\u003e Finding the mode with the __MODE function\u003cbr\u003e Finding maximum and minimum values ​​using the __MAX and MIN functions\u003cbr\u003e Ranking with the __RANK function\u003cbr\u003e Counting items with the __COUNT, COUNTA, and COUNTUNIQUE functions\u003cbr\u003e Calculating string length with the __LEN function\u003cbr\u003e Conditional testing with the __IF function\u003cbr\u003e Counting items that meet conditions using the __COUNTIF function\u003cbr\u003e Finding the attribute value of a desired item using the __VLOOKUP function\u003cbr\u003e Finding a specific phrase with the __FIND function \u003cbr\u003eExtracting the middle of text with the __MID function\u003cbr\u003e Measuring time intervals with the __NOW function\u003cbr\u003e Generating random values ​​with the __RAND function\u003cbr\u003e Rounding with the __ROUND function\u003cbr\u003e Specifying a range of random values ​​with the __RANDBETWEEN function\u003cbr\u003e __If you want to learn about other functions too\u003cbr\u003e How to choose the right function\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 7 | Game Systems that Emulate the Real World\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e An abstract example of hunting skills\u003cbr\u003e __A throw that allows long-distance hunting\u003cbr\u003e __Swinging a stick is advantageous for close-range hunting\u003cbr\u003e __Running is important in chasing prey\u003cbr\u003e __Cooperation, a characteristic of the human race\u003cbr\u003e __Baseball: A game that combines instinct with mechanics\u003cbr\u003e The story in the game\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 8 | Idea Generation is Fun\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Idea buffet\u003cbr\u003e __Idea Buffet Example\u003cbr\u003e brainstorming session\u003cbr\u003e __Set goals\u003cbr\u003e __Muster the troops\u003cbr\u003e __Secure time\u003cbr\u003e __Don't settle for the first answer\u003cbr\u003e __Avoid criticism\u003cbr\u003e Don't stray too far from the topic \u003cbr\u003e__Capture Creativity\u003cbr\u003e __Keep your expectations reasonable\u003cbr\u003e __Make brainstorming a part of your routine\u003cbr\u003e How to Unleash Your Creativity\u003cbr\u003e __Bad idea storming\u003cbr\u003e __joke\u003cbr\u003e __building blocks\u003cbr\u003e __The past future\u003cbr\u003e __Cascade repetition\u003cbr\u003e __compromise\u003cbr\u003e __opposition\u003cbr\u003e __Random connection\u003cbr\u003e __stream of consciousness\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 9 | Game Object Properties\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Mechanics and Attributes\u003cbr\u003e Let's list the properties\u003cbr\u003e __Initial brainstorming\u003cbr\u003e __Blue Sky Brainstorming\u003cbr\u003e __Attribute Investigation\u003cbr\u003e __Let's take a look at your own personal property bank.\u003cbr\u003e Attribute definitions are tailored to the game.\u003cbr\u003e __Considerations when defining attributes\u003cbr\u003e Attribute grouping\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 10 | Organizing Data Using Spreadsheets\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Spreadsheets are readable by anyone\u003cbr\u003e Avoid numbers as much as possible\u003cbr\u003e Let's label it\u003cbr\u003e Let's use 'Data Verification'\u003cbr\u003e Attributes are in columns, objects are in rows\u003cbr\u003e Visual organization with color coding\u003cbr\u003e No unnecessary columns, rows, or empty cells\u003cbr\u003e Let's separate sheets by data object type.\u003cbr\u003e __Reference Sheet\u003cbr\u003e __Overview Sheet \u003cbr\u003e__Output\/Visualization Sheet\u003cbr\u003e __Practice sheet\u003cbr\u003e Example of Spreadsheet Organization\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 11 | Determining Attribute Values\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Understanding the properties\u003cbr\u003e Determining the density of numbers\u003cbr\u003e __Numbers must be linked to probabilities\u003cbr\u003e __When dealing with numbers related to the real world, consider common sense.\u003cbr\u003e __The smaller the number, the easier the calculation becomes.\u003cbr\u003e __Use large numbers when increasing density\u003cbr\u003e __Using numbers that are too large can actually cause confusion.\u003cbr\u003e __Humans hate decimals and fractions, but computers don't care.\u003cbr\u003e Example of inserting __attribute values\u003cbr\u003e Tension trick\u003cbr\u003e Find the right number\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 12 | Fundamentals of Game System Design\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Attribute Weights: The Key to Balancing\u003cbr\u003e How to Balance Intertwined Attributes: A DPS Case Study\u003cbr\u003e Binary Search: Finding Estimates Quickly\u003cbr\u003e __How binary search works\u003cbr\u003e __When there is insufficient scope criteria to apply\u003cbr\u003e Object naming conventions\u003cbr\u003e Naming repeating objects\u003cbr\u003e __The problem with the New label \u003cbr\u003e__Repeated Naming Method 1: Version Number\u003cbr\u003e __Repeated Naming Method 2: Version Letters and Numbers\u003cbr\u003e __Term used in special cases\u003cbr\u003e Estimating the balancing workload using the handshake formula\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 13 | Three Balancing Principles for Improving Game Perfection\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Range balancing\u003cbr\u003e __How range balancing works\u003cbr\u003e __Who controls what?\u003cbr\u003e Data Lever\u003cbr\u003e __What is a lever?\u003cbr\u003e __Making a lever\u003cbr\u003e __Lever Test\u003cbr\u003e __Lock the lever\u003cbr\u003e __Data creation using levers\u003cbr\u003e __Absolutely necessary cross-testing\u003cbr\u003e __Growth lever\u003cbr\u003e Hierarchical design\u003cbr\u003e __Let's set up the hierarchy from the beginning of game production.\u003cbr\u003e __Advantages of hierarchical design\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 14 | The Exponential Growth Formula\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e linear growth\u003cbr\u003e exponential growth\u003cbr\u003e __Structure of the basic exponential growth formula\u003cbr\u003e __Components of the Basic Exponential Growth Formula\u003cbr\u003e __Using the basic exponential growth formula\u003cbr\u003e __Note on the number of repetitions\u003cbr\u003e __Exponential chart from a hierarchical design perspective\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 15 | Game Data Analysis\u003cbr\u003e\u003c\/b\u003e \u003cbr\u003eOverview Analysis\u003cbr\u003e In-depth analysis\u003cbr\u003e Mastering Data Analysis\u003cbr\u003e Comparative Analysis\u003cbr\u003e data canary\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 16 | Macro System Difficulty Adjustment\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Various difficulty adjustment methods\u003cbr\u003e __Flat balancing\u003cbr\u003e __positive feedback loop\u003cbr\u003e __Voice feedback loop\u003cbr\u003e __Dynamic difficulty adjustment\u003cbr\u003e __Multi-layer difficulty adjustment\u003cbr\u003e __Crossfeed\u003cbr\u003e There's no need to stick to just one balancing method.\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 17 | From Balance Tuning to Testing and Troubleshooting\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Game Balance\u003cbr\u003e __Why balance is important\u003cbr\u003e __Methods to check game balance\u003cbr\u003e __Let's mess with the data\u003cbr\u003e Balance issues in contests with judges\u003cbr\u003e __How to start data balancing\u003cbr\u003e Let's do a playtest\u003cbr\u003e __Minimum Viability Test\u003cbr\u003e __Balance Test\u003cbr\u003e __Bug Test\u003cbr\u003e __User Testing\u003cbr\u003e __Beta\/Post-Launch Telemetry Testing\u003cbr\u003e Problem solving\u003cbr\u003e __Let's identify the real problem\u003cbr\u003e __Let's remove irrelevant variables\u003cbr\u003e __Provide a solution\u003cbr\u003e __Communication within the team\u003cbr\u003e __Prototype and Testing\u003cbr\u003e __Document changes \u003cbr\u003eProblems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 18 | Psychological Foundations for Game System Design\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Games are a kind of conversation\u003cbr\u003e Linguistic limitations in conveying meaning\u003cbr\u003e noise\u003cbr\u003e reciprocity\u003cbr\u003e Don't cross the line\u003cbr\u003e __shallow relationship\u003cbr\u003e __The right balance\u003cbr\u003e Expectations for reward\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 19 | He who controls the odds controls the game.\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e The Basics of Probability\u003cbr\u003e __Probability notation\u003cbr\u003e __1-dimensional uniform distribution probability calculation\u003cbr\u003e __1-dimensional nonuniform distribution probability calculation\u003cbr\u003e __Composite probability calculation\u003cbr\u003e __2D6 Cumulative Probability Calculation\u003cbr\u003e __Calculate the probability of getting a double\u003cbr\u003e __Continuous event calculation\u003cbr\u003e __Calculations in 3 or more dimensions\u003cbr\u003e __Calculating the probability of dependent events\u003cbr\u003e __Calculating the probability of a betrayal event\u003cbr\u003e __Uniform distribution enumeration probability calculation\u003cbr\u003e __Non-uniform distribution enumeration probability calculation\u003cbr\u003e Calculating attribute weights based on __probabilities\u003cbr\u003e __Calculating the probability of incomplete information\u003cbr\u003e __Awareness of probability\u003cbr\u003e __probability uncertainty\u003cbr\u003e Probability survey\u003cbr\u003e __Properties of random events\u003cbr\u003e __Probability Survey Example\u003cbr\u003e Measuring Luck in Games\u003cbr\u003e __Testing if it's a game of pure luck \u003cbr\u003e__Test whether the game is mainly based on luck\u003cbr\u003e __Testing to see if the game is somewhat influenced by luck\u003cbr\u003e __Adjust the influence of luck\u003cbr\u003e __Chaos factor\u003cbr\u003e Problems to think about\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 20 | For Growth\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Practice, practice, practice\u003cbr\u003e Analysis of existing games\u003cbr\u003e New gameplay\u003cbr\u003e Modify existing games\u003cbr\u003e Create your own game\u003cbr\u003e Continuous learning\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eDetailed image\u003c\/b\u003e \u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cdiv\u003e\u003cimg src=\"https:\/\/image.yes24.com\/momo\/TopCate4142\/MidCate003\/414129403.jpg\" border=\"0\" alt=\"Detailed Image 1\"\u003e\u003c\/div\u003e\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003ePublisher's Review\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003e| What this book covers |\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e ㆍ Game design job groups and fields required for game development\u003cbr\u003e ㆍ The right way to ask questions for better game design\u003cbr\u003e ㆍ The latest game design tools, from flowcharts to game engines\u003cbr\u003e ㆍ How to easily manage complex game data with a spreadsheet\u003cbr\u003e ㆍ How to create new game ideas and realize them with systems and data\u003cbr\u003e ㆍ Extract various aspects of the 'real world' and quantify them as attributes of game data.\u003cbr\u003e ㆍTesting, tuning, and troubleshooting game balance \u003cbr\u003eㆍ Balancing complex games with a large number of objects\u003cbr\u003e ㆍ Creating a campaign mechanic using exponential growth\u003cbr\u003e ㆍ Balancing work to accurately match the game's difficulty to the target audience\u003cbr\u003e ㆍ Emotional balancing work using communication, psychology, and rewards\u003cbr\u003e ㆍ From the basics of probability to its practical use in games\u003cbr\u003e\u003cbr\u003e \u003cb\u003e| Target audience for this book |\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e This book is primarily intended for aspiring game designers who are new to game system design and want to learn more.\u003cbr\u003e I assumed everyone reading this book already had a basic understanding of mathematics, but beyond that, I assumed readers had learned nothing about game design.\u003cbr\u003e It was therefore created to take someone with a basic high school education from being a complete beginner to a working systems designer.\u003cbr\u003e\u003cbr\u003e - Aspiring professional video game system designer \u003cbr\u003e- Game Master\/Dungeon Master - A designer who makes video games as a hobby.\u003cbr\u003e - Analog game designer such as TRPG\u003cbr\u003e - Experienced level designers who want to learn more about game system design\u003cbr\u003e - Game programmer\/engineer working with game system designers\u003cbr\u003e - Teachers who want to teach students by connecting games and math.\u003cbr\u003e - Producers\/Lead Designers who want to better understand game systems\u003cbr\u003e\u003cbr\u003e \u003cb\u003e| Structure of this book |\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e Chapter 1: \"What is a Game and What is a Player?\"\u003cbr\u003e It defines key terms and clarifies some important topics covered in this book.\u003cbr\u003e\u003cbr\u003e Chapter 2 'Jobs in the Game Industry'The game industry has a variety of job titles and sub-job titles, which can be confusing for those new to game design.\u003cbr\u003e This chapter describes common job duties in the industry.\u003cbr\u003e \u003cbr\u003eChapter 3 'Questions that Get Good Answers' Game designers must constantly ask questions and creatively interpret the answers.\u003cbr\u003e This chapter will help you rethink how you ask questions.\u003cbr\u003e\u003cbr\u003e Chapter 4 'Software Tools for Game Development'As you may have guessed, the gaming industry is full of computer software tools.\u003cbr\u003e This chapter covers the types of tools you'll use and which tools are most commonly used in each profession.\u003cbr\u003e\u003cbr\u003e Chapter 5 'Spreadsheet Basics: An Essential Tool for System Design' Spreadsheets are a tool we encounter in most jobs and are especially useful for game system designers.\u003cbr\u003e This chapter covers the basics of using spreadsheets.\u003cbr\u003e\u003cbr\u003e Chapter 6, \"The True Power of Spreadsheets: Functions,\" continues the exploration of the power of spreadsheets, focusing on functions.\u003cbr\u003e \u003cbr\u003eChapter 7 'Game Systems that Imitate the Real World' If you look closely at the mechanisms that make up any game, you will see that they are derived from various aspects of real life, even if they are abstract.\u003cbr\u003e This chapter explains how to use these abstractions to create game components.\u003cbr\u003e\u003cbr\u003e Chapter 8: 'Idea Generation is Fun' This chapter will help you develop your creativity, especially when it comes to coming up with new ideas for games.\u003cbr\u003e\u003cbr\u003e Chapter 9 'Game Object Properties'One of the very common initial tasks that a system designer performs is creating properties for game objects.\u003cbr\u003e This chapter covers what attributes are and how to get started creating attributes for your game.\u003cbr\u003e\u003cbr\u003e Chapter 10 'Organizing Data Using Spreadsheets' Once you start creating properties for your game objects, you need to organize them and eventually analyze them. \u003cbr\u003eThe best way to do this is with a spreadsheet.\u003cbr\u003e This chapter covers how to organize your ideas into a useful format.\u003cbr\u003e\u003cbr\u003e Chapter 11: Determining Attribute Values\u003cbr\u003e Explains how to quantify attributes numerically.\u003cbr\u003e We also cover the scale of numbers and the type of number density that is best suited for your game.\u003cbr\u003e\u003cbr\u003e Chapter 12, \"Fundamentals of Game System Design,\" covers attribute weighting, considerations for entangled attributes, binary search for finding the right number, and naming conventions.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e Chapter 13, \"Three Balancing Principles for a Complete Game,\" explains how to turn a small number of data objects into a complete game data set.\u003cbr\u003e\u003cbr\u003e Chapter 14: The Exponential Growth Formula Exponential growth is one of the most powerful ways to balance modern games. \u003cbr\u003eThis chapter explains why we use this method and describes a formula that can be used to quickly generate a nearly infinite number of exponential growth variations in the game.\u003cbr\u003e\u003cbr\u003e Chapter 15 'Game Data Analysis' One important step in understanding the entire game is to place all objects together and evaluate them.\u003cbr\u003e It doesn't matter if you have a small set of 10 objects or tens of thousands of objects.\u003cbr\u003e This chapter covers how to collect data in a spreadsheet and begin basic analysis.\u003cbr\u003e\u003cbr\u003e Chapter 16 'Macro System Difficulty Adjustment' Several difficulty adjustment methods can be used to adjust the game's difficulty or to tailor the game to the specific needs of the player.\u003cbr\u003e This chapter provides an overview of several methods and gives examples of how they can be used to properly balance the game in various situations.\u003cbr\u003e\u003cbr\u003e \u003cbr\u003eChapter 17: 'From Balance Tuning to Testing and Troubleshooting' Game designers spend most of their time balancing, testing, and troubleshooting, not designing.\u003cbr\u003e This chapter covers how to make this important task easier and more productive.\u003cbr\u003e\u003cbr\u003e Chapter 18: 'Psychological Foundations for Game System Design' Games can be delivered to customers in a variety of ways.\u003cbr\u003e Designers must consider how a particular game communicates information to the player.\u003cbr\u003e This chapter covers many aspects of player communication.\u003cbr\u003e\u003cbr\u003e Chapter 19: 'He who controls the odds controls the game'Not everything is predictable, whether in real life or in games.\u003cbr\u003e However, some unpredictability is understandable.\u003cbr\u003e This chapter introduces basic methods for calculating and understanding game probabilities.\u003cbr\u003e \u003cbr\u003eChapter 20, \"For Growth,\" the final chapter, offers some directions for further growth in the world of game system design.\u003cbr\u003e\u003cbr\u003e \u003cb\u003e[Author's Note]\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e This book was written so that even beginners without any prior knowledge of the game system can read it from beginning to end.\u003cbr\u003e It was also created as a reference book for experienced system designers to read, picking out only the useful information they need.\u003cbr\u003e The best way to learn this book is to read it through once, work through the spreadsheets at your own pace, and then come back to it when you're ready to build your actual game, gleaning guidance on the complex tasks required to properly implement that game.\u003cbr\u003e\u003cbr\u003e This book uses examples and references from various existing games, so it will be helpful to read the book if you have some knowledge of games. \u003cbr\u003eBefore reading the rest of this book, it might be helpful to familiarize yourself with the following games by watching online video reviews or finding free web apps and playing them a few times.\u003cbr\u003e\u003cbr\u003e Play backgammon, chess, and the Royal Game of Ur.\u003cbr\u003e Pay attention to the types of dice rolls used in these games, the way pieces move, and how each game mechanic interacts with game objects.\u003cbr\u003e Playing Battle for Wesnoth will give you a better understanding of what turn-based games and RPGs are like.\u003cbr\u003e The property-based data objects and game mechanics found in Wesnoth illustrate many of the concepts covered in this book.\u003cbr\u003e Additionally, the game has an active community supporting it, which keeps it well documented and up-to-date.\u003cbr\u003e Play Pac-Man, Galaga, and other classic arcade games, or at least watch video reviews.\u003cbr\u003e \u003cbr\u003eThis book explains in great detail many of the methods used in working with game systems.\u003cbr\u003e It may seem like I'm only recommending the methods in this book, but that's not necessarily the case.\u003cbr\u003e Game systems designers use endless methods, tricks, and techniques to accomplish their tasks.\u003cbr\u003e In fact, there are so many that they cannot be contained in one book.\u003cbr\u003e This book is designed to serve as a starting point, providing examples of useful methods for any system designer.\u003cbr\u003e After you've finished reading, I encourage you to explore other books, learn more techniques from your peers, and your own personal experiences.\u003cbr\u003e There are as many ways to design a game system as there are system designers, and experimentation will help you find your own style.\u003cbr\u003e\u003cbr\u003e \u003cb\u003e[Translator's Note]\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e This happened on my first day at a mobile game company. \u003cbr\u003eA programmer (who had no title but was effectively a project manager) showed me a battle screen from a fully functional tactical RPG and asked me to 'plan' this game.\u003cbr\u003e After figuring out the project for a few days, I printed out the main and enemy characters, which already had art assets (the word \"assets\" wasn't used back then), and added background settings and stats before joining the company, and showed them to my team members during a meeting.\u003cbr\u003e After the meeting, I still remember the sparkling look in the eyes of the artist who had drawn all those characters when he cautiously asked, “Can I have this plan?”\u003cbr\u003e Perhaps my eyes would have sparkled that way when I saw the work of my teammates who, on countless projects since, had beautifully transformed my crude design documents into drawings and programs.\u003cbr\u003e \u003cbr\u003eIf there had been a book like \"Introduction to Game System Design\" back then, the time wasted trying to find answers by rule of thumb would have been cut by more than half.\u003cbr\u003e While translating this book, I was quite surprised to see that the practical knowledge I had acquired through trial and error, along with the know-how I had considered my own \"intuition,\" were systematically and perfectly organized in a single book.\u003cbr\u003e It's been a long time since good foreign books were introduced to the game industry, which was just starting from scratch, and now there are many excellent domestic books, but there are not many books that teach the 'practices' of game design as specifically as this book.\u003cbr\u003e Even the definition of a game, which is the very essence of the original theory, is written with a focus on the player experience and developers.\u003cbr\u003e I dare say that this book is 'a book that compresses 10 years of know-how from a working game system designer into a one-month training course.'\u003cbr\u003e \u003cbr\u003eThis book is great for understanding the big picture of game development, as it clearly organizes the various duties and tools of the game development team. It also neatly explains all the knowledge necessary for practical work, from how to find answers by asking appropriate questions and generating ideas, to how to create, analyze, and test data such as attributes, to understanding and calculating probability, interacting with players, and even business models.\u003cbr\u003e And all of this knowledge is woven into one concept: 'balancing.'\u003cbr\u003e Broadly speaking, the job of a game system designer is twofold.\u003cbr\u003e One is to create the rules of the game, or mechanics, and the other is to find the optimal point where those rules become the most fun.\u003cbr\u003e If the former is idea generation, the latter is balance. \u003cbr\u003eReaders who fully grasp the contents of this book will be able to intentionally disrupt the balance to enhance the game's enjoyment, but they will never struggle to find the balance necessary for game progression. Of course, development methodologies have become somewhat established in the game industry.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e However, it is not easy for aspiring game developers, let alone already employed game designers, to quickly develop practical skills without a mentor who provides one-on-one guidance.\u003cbr\u003e Meanwhile, even experienced senior game designers have difficulty properly passing on the know-how they have acquired to their juniors or team members. \u003cbr\u003eThis book will serve as the perfect medium for passing on the knowledge accumulated by industry veterans to younger generations. While we live in different countries and work in different platforms, I believe the author's heart, embodied in the words, \"My greatest wish is to make the next generation's journey easier than my own,\" is no different from the translator's.\u003cbr\u003e I translated this book in the hope that the heart of the book would be conveyed 100% as is.\u003cbr\u003e We hope that instead of wasting your energy wading through the rough undergrowth, you can devote your full efforts to exploring the world, filled with joy and wonder. \u003cbr\u003e\n\n\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eDate of issue:\u003c\/strong\u003e March 31, 2023\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 384 pages | 898g | 185*240*22mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9791189909512\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN10:\u003c\/strong\u003e 1189909510 \u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cspan\u003e\u003c\/span\u003e\n\n\u003c\/center\u003e\n\n\n\u003c\/center\u003e","brand":"LIBRAIRIE COREENNE","offers":[{"title":"Default Title","offer_id":43893831368746,"sku":"110518","price":43.0,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0683\/2750\/5962\/files\/e5742d6469b7013bb71abc61846e25ce.jpg?v=1765419047","url":"https:\/\/librairie.coreenne.fr\/en\/products\/110518","provider":"LIBRAIRIE COREENNE","version":"1.0","type":"link"}