Document Type
|
:
|
BL
|
Record Number
|
:
|
695898
|
Doc. No
|
:
|
b518087
|
Main Entry
|
:
|
Dillon, Roberto.
|
Title & Author
|
:
|
On the way to fun : : an emotion-based approach to successful game design /\ Roberto Dillon.
|
Publication Statement
|
:
|
Natick, Mass. :: A K Peters,, [2010]
|
|
:
|
, ©2010
|
Page. NO
|
:
|
xvi, 170 pages :: illustrations ;; 21 cm
|
ISBN
|
:
|
1568815824 (alk. paper)
|
|
:
|
: 9781568815824 (alk. paper)
|
Bibliographies/Indexes
|
:
|
Includes bibliographical references (p. [165]-166) and index.
|
Contents
|
:
|
Introduction: What makes a game fun? -- Emotions and games: the 6-11 framework -- What are basic emotions and instincts? -- Introducing the 6-11 framework -- Contextualizing the 6-11 framework -- Emotional analysis of a Gameplay session -- Making fun games the emotional way -- Case studies: retro games -- Why retro games? -- Computer Space vs. Space Invaders -- Asteroids -- Battlezone -- Pac-Man -- Rescue at Rigel -- Haunted House -- Pooyan -- Robotron 2084 -- Pitfall! -- Advanced Dungeons & Dragons: Cloudy Mountain -- 3D Monster Maze -- E.T. the Extra-Terrestrial -- Dracula -- Planetfall -- Safecracker -- Seven Cities of Gold -- Spy vs. Spy -- Little Computer People -- Captain Blood -- Case studies: indie games -- Why indie games? -- Toribash -- Braid -- I Wish I Were the Moon -- Castle Crashers -- Tag -- Flower -- Plants vs. Zombies -- World of Goo & Crayon Physics Deluxe -- Conclusions -- In the end.
|
Abstract
|
:
|
In On the Way to Fun, Roberto Dillon goes back to the roots of gaming and shows how early games, as well as modern indie productions, captivated generations of players without the need for fancy graphics and effects, relying on basic emotions and instincts instead. He looks at the basics of how to make a game "fun" and uses case studies to look at why certain games succeeded and others didn't. Dillon's analysis will be extremely useful to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences.
|
Subject
|
:
|
Computer games-- Design-- Social aspects.
|
Subject
|
:
|
Computer games-- Programming.
|
Dewey Classification
|
:
|
794.8/1526
|
LC Classification
|
:
|
QA76.76.C672D54 2010
|