
The basics of game planning
Description
Book Introduction
Planning is one of the most important parts of game development.
It will be the most theoretical and fundamental planning-related professional book and compass.
The Essentials of Game Planning
Ready to level up your planning skills? This book will help you explore the design structures of most of today's popular video games.
You'll learn the principles and practices for creating games that deliver emotionally engaging experiences, including elegant game mechanics, compelling fiction, and a sense of immersion that fully engages players.
In clear, accessible prose, planning expert Tynan Sylvester explores the day-to-day processes needed to keep projects running smoothly, from how to collaborate with a team to how to avoid creative dead ends.
Filled with a wealth of case studies, this book will change your perspective on game planning.
This book consists of three parts and 17 chapters.
The first part, Engine of Experience, talks about the characteristics of games and why they are so fun, engaging, and engaging.
Even if you are not a game developer, this will be something you will find interesting and read.
From the second part onwards, we will cover the game development in earnest.
We are not talking about other areas of development here.
We only talk about game planning.
The narrative also does not talk about the narratives of typical novels and films.
It only covers the game.
I think this part will definitely be helpful, especially if you are planning a multiplayer game or want to create a game where players have to make meaningful choices.
The third part is the market.
If the second part is about how to make a good game, the third part is about how to make a good game.
Although the title of the part is Market, it is not only about the market.
Rather, the market tends to be somewhat dismissive, mentioning the StarCraft craze in Korea.
It's more about how many people can make a good game.
It covers how to make games happily while throwing away less of what you made at low opportunity cost.
Of course, it is difficult to put this kind of knowledge into practice just by knowing it, but if you know it, it will be helpful like Zhuge Liang's pocket when such a situation arises.
It will be the most theoretical and fundamental planning-related professional book and compass.
The Essentials of Game Planning
Ready to level up your planning skills? This book will help you explore the design structures of most of today's popular video games.
You'll learn the principles and practices for creating games that deliver emotionally engaging experiences, including elegant game mechanics, compelling fiction, and a sense of immersion that fully engages players.
In clear, accessible prose, planning expert Tynan Sylvester explores the day-to-day processes needed to keep projects running smoothly, from how to collaborate with a team to how to avoid creative dead ends.
Filled with a wealth of case studies, this book will change your perspective on game planning.
This book consists of three parts and 17 chapters.
The first part, Engine of Experience, talks about the characteristics of games and why they are so fun, engaging, and engaging.
Even if you are not a game developer, this will be something you will find interesting and read.
From the second part onwards, we will cover the game development in earnest.
We are not talking about other areas of development here.
We only talk about game planning.
The narrative also does not talk about the narratives of typical novels and films.
It only covers the game.
I think this part will definitely be helpful, especially if you are planning a multiplayer game or want to create a game where players have to make meaningful choices.
The third part is the market.
If the second part is about how to make a good game, the third part is about how to make a good game.
Although the title of the part is Market, it is not only about the market.
Rather, the market tends to be somewhat dismissive, mentioning the StarCraft craze in Korea.
It's more about how many people can make a good game.
It covers how to make games happily while throwing away less of what you made at low opportunity cost.
Of course, it is difficult to put this kind of knowledge into practice just by knowing it, but if you know it, it will be helpful like Zhuge Liang's pocket when such a situation arises.
- You can preview some of the book's contents.
Preview
index
Preface 1
Part One
Engines of Experience
1 Engines of Experience 7
Part Two
Game Crafting
2 Elegance 61
3 Skills Skill 79
4 Narrative 103
5 Decisions 151
6 Balance 197
7 Multiplayer 223
8 Motivation and Fulfillment 259
9 Interface 281
10 Market The Market 315
Part Three
Process
11 Planning and Iteration 351
12 Knowledge Creation 395
13 Dependencies 411
14 Authority 429
15 Motivation 443
16 Complex Decisions 461
17 Values 471
Endgame 477
Recommended Books 480
Quiz Answers 482
Sources 483
Index 488
Part One
Engines of Experience
1 Engines of Experience 7
Part Two
Game Crafting
2 Elegance 61
3 Skills Skill 79
4 Narrative 103
5 Decisions 151
6 Balance 197
7 Multiplayer 223
8 Motivation and Fulfillment 259
9 Interface 281
10 Market The Market 315
Part Three
Process
11 Planning and Iteration 351
12 Knowledge Creation 395
13 Dependencies 411
14 Authority 429
15 Motivation 443
16 Complex Decisions 461
17 Values 471
Endgame 477
Recommended Books 480
Quiz Answers 482
Sources 483
Index 488
Into the book
A planner who understands technology is like an engineer who understands the laws of physics.
Newton's laws don't determine whether we build a ship's motor or a Saturn V rocket, but they are essential to building both perfectly.
--- From the text
This planning perspective sees work as a process that induces action, rather than a process that creates emotions or fulfillment.
It completely ignores the phenomenological experience of play and treats game design as constructing a virtual Skinner box that extracts the maximum intensity of desired behavior from the player.
And usually that action is to give money to the publisher.
This is not a book about ethics, it is a book about technology.
And these questions are much more important than the simple summary I mentioned.
I haven't discussed player responsibility, comparisons to other media, or the mixed positive and negative outcomes of almost every game.
Therefore, I will not attempt to provide any definitive solution to this dilemma.
Newton's laws don't determine whether we build a ship's motor or a Saturn V rocket, but they are essential to building both perfectly.
--- From the text
This planning perspective sees work as a process that induces action, rather than a process that creates emotions or fulfillment.
It completely ignores the phenomenological experience of play and treats game design as constructing a virtual Skinner box that extracts the maximum intensity of desired behavior from the player.
And usually that action is to give money to the publisher.
This is not a book about ethics, it is a book about technology.
And these questions are much more important than the simple summary I mentioned.
I haven't discussed player responsibility, comparisons to other media, or the mixed positive and negative outcomes of almost every game.
Therefore, I will not attempt to provide any definitive solution to this dilemma.
--- From the text
Publisher's Review
This book, "The Essentials of Game Planning," is one of the many books on game development written by game developers based on their own experiences working in the development field, and has become so commonplace that it has become almost tiresome in today's world where games have become a widespread part of popular culture.
However, the difference between this book and existing books on game development is that, as the title suggests, this book approaches game planning from the perspective of design, while at the same time organizing the most fundamental stories about game planning.
In fact, there is nothing else to say, as this is a book that thoroughly organizes game planning from a developer's perspective.
However, what makes this book different from other existing game planning books is that it contains anecdotes from the author's time as a test player, and the experience he gained while working on the balance adjustment team to fine-tune level design, which helped him realize the difference between a planner's perspective and a player's perspective.
And the author's career is reflected in this book, which is a result of his in-depth consideration of planning.
Beyond the simple content of the game, the concept of planning is not simply 'setting for setting' but also deals with important detailed aspects such as 'setting for fun' through a very fundamental analysis of the mechanisms implemented in the game and the various game components.
For example, the planning intention may be received differently depending on the difference in the skill level of the players, and this book is well organized about the difficulty settings and various other things to consider in order to target various player groups.
In addition, it also contains a summary of game planning details from a design perspective that gives each game genre its own unique characteristics.
For example, in FPS games, it covers balance adjustments based on map composition and level design, and in RTS games, it covers balance adjustments based on unit performance and corresponding gimmick composition by comparing the units that appear, etc. It provides a good explanation of planning and balancing issues from the perspective of someone who has been in the field.
This book contains detailed information on the most fundamental but essential topics that you must know and need, such as issues of choice and decision, interactions within the game, story development that fits the game, and various special gimmick specifications and mechanisms required for the game.
This book is ultimately intended to be used as a textbook in game development academies or schools, rather than for individuals learning game development on their own, but it also seems to be intended for individual reference.
The resulting book is quite thick and rich in content. It is based on the author's personal experiences and thoughts on game planning from his career, and it also includes a good amount of information on related research, making it an excellent book in both quality and quantity.
This book is worth reading and studying not only for those working in the field who are simply interested in game planning and balancing, but also for aspiring game developers studying game planning.
If you love games and are interested in game development and planning, this book will be full of meaning and value for you.
However, the difference between this book and existing books on game development is that, as the title suggests, this book approaches game planning from the perspective of design, while at the same time organizing the most fundamental stories about game planning.
In fact, there is nothing else to say, as this is a book that thoroughly organizes game planning from a developer's perspective.
However, what makes this book different from other existing game planning books is that it contains anecdotes from the author's time as a test player, and the experience he gained while working on the balance adjustment team to fine-tune level design, which helped him realize the difference between a planner's perspective and a player's perspective.
And the author's career is reflected in this book, which is a result of his in-depth consideration of planning.
Beyond the simple content of the game, the concept of planning is not simply 'setting for setting' but also deals with important detailed aspects such as 'setting for fun' through a very fundamental analysis of the mechanisms implemented in the game and the various game components.
For example, the planning intention may be received differently depending on the difference in the skill level of the players, and this book is well organized about the difficulty settings and various other things to consider in order to target various player groups.
In addition, it also contains a summary of game planning details from a design perspective that gives each game genre its own unique characteristics.
For example, in FPS games, it covers balance adjustments based on map composition and level design, and in RTS games, it covers balance adjustments based on unit performance and corresponding gimmick composition by comparing the units that appear, etc. It provides a good explanation of planning and balancing issues from the perspective of someone who has been in the field.
This book contains detailed information on the most fundamental but essential topics that you must know and need, such as issues of choice and decision, interactions within the game, story development that fits the game, and various special gimmick specifications and mechanisms required for the game.
This book is ultimately intended to be used as a textbook in game development academies or schools, rather than for individuals learning game development on their own, but it also seems to be intended for individual reference.
The resulting book is quite thick and rich in content. It is based on the author's personal experiences and thoughts on game planning from his career, and it also includes a good amount of information on related research, making it an excellent book in both quality and quantity.
This book is worth reading and studying not only for those working in the field who are simply interested in game planning and balancing, but also for aspiring game developers studying game planning.
If you love games and are interested in game development and planning, this book will be full of meaning and value for you.
GOODS SPECIFICS
- Date of issue: April 30, 2024
- Page count, weight, size: 512 pages | 182*257*35mm
- ISBN13: 9791192820095
- ISBN10: 1192820096
You may also like
카테고리
korean
korean