Table of Contents

GAMING
History
Games and Needs
Entertainment
Interactivity
Purpose
Exotelic Aspirations
Fun, Games, Hardcore Porn
Def: Fun
Def: Game
GAMEPLAY
Elements
Def: Affordance
Mechanics
Def: Game Mechanics
Dynamics
In Anticipation
Exaggerated Causality
Reciprocal Difficulty
Experience
DEVELOPMENT
Creation
Writing a Paper Design
Writing a Paper Design II
Analysis
Tuning
Def: Tuned
Tuning Process
– Aspiration
– Activity
– Mechanics
– Calibration
– Experience
Balancing
Balance by Attrition
Case Study: Tribes
Tripping over the Starting Line
Def: Balanced
Balancing in Passes
Role
– Flow
– Power
Shorting the Fun
Balance of Power
Balance of Power II
– Limitations
– Exceptions
– Perceptions
DESIGN SKILLS
Autoregulation
It’s a 7.5
Flow Control
Sense of Balance
Discipline
Communication
GLOSSARY
Affordance
Anticipation
Balanced
Cadence
Convention
Flow
Fun
Game
Gameplay
Gameplay Element
Game Mechanic
Habituation
Role
Spectacle
Tuned
Verisimilitude
TALKS
GDC 2010: Design in Detail
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