TY - BOOK AU - Schell,Jesse TI - The art of game design: a book of lenses SN - 1466598646 AV - QA76.76.C672 S34 2015 PY - 2015///] CY - Boca Raton PB - CRC Press KW - Computer games KW - Design N1 - Includes bibliographical references and index; 1. In the beginning, there is the designer; -- 2. The designer creates an experience; -- 3. The experience takes place in a venue; -- 4. The experience rises out of a game; -- 5. The game consists of elements; -- 6. The elements support a theme; -- 7. The game begins with an idea; -- 8. The game improves through iteration; -- 9. The game is made for a player; -- 10. The experience is in the player's mind; -- 11. The player's mind is driven by the player's motivation; -- 12. Some elements are game mechanics; -- 13. Game mechanics must be in balance; -- 14. Game mechanics support puzzles; -- 15. Players play games through an interface; -- 16. Experiences can be judged by their interest curves; -- 17. One kind of experience is the story; -- 18. Story and game structures can be artfully merged with indirect control; -- 19. Stories and games take place in worlds; -- 20. Worlds contain characters; -- 21. Worlds contain spaces; -- 22. The look and feel of a world is defined by its aesthetics; -- 23. Some games are played with other players; -- 24. Other players sometimes form communities; -- 25. The designer usually works with a team; -- 26. The team sometimes communicates through documents; -- 27. Good games are created through playtesting; -- 28. The team builds a game with technology; -- 29. You game will probably have a client; -- 30. The designer gives the client a pitch; -- 31. The designer and client want the game to make a profit; -- 32. Games transform their players; -- 33. Designers have certain responsibilities; -- 34. Each designer has a purpose ER -