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Contents
Introduction
Who Is This Book For?
How Is This Book Organized?
Companion Website
CHAPTER 1 Designing Game Mechanics
Rules Define Games
Discrete Mechanics vs. Continuous Mechanics
Mechanics and the Game Design Process
Prototyping Techniques
Summary
Exercises
CHAPTER 2 Emergence and Progression
The History of Emergence and Progression
Comparing Emergence and Progression
Games of Emergence
Games of Progression
Structural Differences
Emergence and Progression Integration
Summary
Exercise
CHAPTER 3 Complex Systems and the Structure of Emergence
Gameplay as an Emergent Property of Games
Structural Qualities of Complex Systems
Harnessing Emergence in Games
Summary
Exercises
CHAPTER 4 Internal Economy
Elements of Internal Economies
Economic Structure
Uses for Internal Economies in Games
Summary
Exercises
CHAPTER 5 Machinations
The Machinations Framework
Machinations Diagram Basic Elements
Advanced Node Types
Modeling Pac-Man
Summary
Exercises
CHAPTER 6 Common Mechanisms
More Machinations Concepts
Feedback Structures in Games
Randomness vs. Emergence
Example Mechanics
Summary
Exercises
CHAPTER 7 Design Patterns
Introducing Design Patterns
Machinations Design Pattern Language
Leveraging Patterns for Design
Summary
Exercises
CHAPTER 8 Simulating and Balancing Games
Simulated Play Tests
Playing with Monopoly
Balancing SimWar
From Model to Game
Summary
Exercises
CHAPTER 9 Building Economies
Economy-Building Games
Analyzing Caesar III
Designing Lunar Colony
Summary
Exercises
CHAPTER 10 Integrating Level Design and Mechanics
From Toys to Playgrounds
Missions and Game Spaces
Learning to Play
Summary
Exercises
CHAPTER 11 Progression Mechanisms
Lock-and-Key Mechanisms
Emergent Progression
Summary
Exercises
CHAPTER 12 Meaningful Mechanics
Serious Games
Communication Theory
The Semiotics of Games and Simulations
Multiple Layers of Meaning
Summary
Exercises
APPENDIX A: Machinations Quick Reference
APPENDIX B: Design Pattern Library
Static Engine
Dynamic Engine
Converter Engine
Engine Building
Static Friction
Dynamic Friction
Stopping Mechanism
Attrition
Escalating Challenge
Escalating Complexity
Arms Race
Playing Style Reinforcement
Multiple Feedback
Trade
Worker Placement
Slow Cycle
APPENDIX C: Getting Started with Machinations
References
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Z
Online Appendix B
Online Appendix C
c h r i s c r a w f o r d Game Mechanics Advanced Game Design Ernest Adams Joris Dormans ptg8274339
Game Mechanics Advanced Game Design Ernest Adams Joris Dormans ptg8274339
Game Mechanics: Advanced Game Design Ernest Adams and Joris Dormans New Riders Games 1249 Eighth Street Berkeley, CA 94710 (510) 524-2178 Fax: (510) 524-2221 Find us on the Web at www.newriders.com To report errors, please send a note to errata@peachpit.com New Riders Games is an imprint of Peachpit, a division of Pearson Education Copyright © 2012 Ernest Adams and Joris Dormans Senior Editor: Karyn Johnson Developmental Editor: Robyn Thomas Technical Editor: Tobi Saulnier Copy Editor: Kim Wimpsett Production Editor: Cory Borman Composition: WolfsonDesign Proofreader: Bethany Stough Indexer: Valerie Perry Interior Design: Charlene Will, WolfsonDesign Cover Design: Peachpit Press/Charlene Will Notice of Rights All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. For information on getting permission for reprints and excerpts, contact permissions@peachpit.com. See the next page for image credits. Notice of Liability The information in this book is distributed on an “As Is” basis, without warranty. While every precaution has been taken in the preparation of the book, neither the authors nor Peachpit shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the instructions contained in this book or by the computer software and hardware products described in it. Trademarks Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the trademark. All other product names and services identified throughout this book are used in editorial fashion only and for the benefit of such companies with no intention of infringement of the trade- mark. No such use, or the use of any trade name, is intended to convey endorsement or other affiliation with this book. ISBN-13: 978-0-321-82027-3 ISBN-10: 978-0-321-82027-4 9 8 7 6 5 4 3 2 1 Printed and bound in the United States of America ptg8274339
Respectfully dedicated to the memory of Mabel Addis Mergardt, principal designer of The Sumerian Game (later made famous as HAMURABI), the first game with an internal economy that I ever played. — Ernest W. Adams To Marije van Dodeweerd for love. — Joris Dormans ptg8274339
iv Game mechanics: advanced Game desiGn Acknowledgments The genesis of this book was a late-night meeting between the two of us during the G-Ameland student game jam festival on a small island off the north coast of the Netherlands. Joris Dormans showed the Machinations framework to Ernest Adams, and Ernest Adams promptly said, “We should write a book about game mechanics.” But it took nearly two years and the advice and assistance of many other people before we were done. Now it is time to thank them. Our deepest appreciation goes to Mary Ellen Foley and Marije van Dodeweerd, our beloved mates, who patiently tolerated very late nights, missed holidays and week- ends, and the occasional rant about the vagaries of the writing process. We’ll make it up to you if we can! Stéphane Bura suggested that Joris should create an interactive tool when he saw the original, static version of the Machinations diagrams. Jesper Juul made the invaluable distinction between games of emergence and games of progression that informs the entire book. Remko Scha had a big impact on the formal scrutiny of the Machinations frame- work in his capacity as Joris Dormans’s PhD supervisor. Mary Ellen Foley kindly checked and corrected all our references. The colleagues and students at the Amsterdam University of Applied Sciences always have been willing test subjects for much of the material that ended up in this book. We must also thank a number of people for permission to reproduce images: Alexandre Duret-Lutz, for his photo of The Settlers of Catan; Andrew Holmes, for his photo of Kriegsspiel; Jason Lander, for his photo of Power Grid; Johan Bichel Lindegaard, for his photo of Johan Sebastian Joust; Wikimedia Commons contributor popperipopp, for his or her photo of the game Connect Four. We are also grateful to the Giant Bomb website (www.giantbomb.com), for permission to reproduce screen shots from their collection. Thanks to Mika Palmu, Philippe Elsass, and all other contributors to FlashDevelop, for creating the open source development tool that was used to program the Machinations Tool. We are extremely grateful to the many anonymous people who have helped to build Inkscape, the open source Scalable Vector Graphics editor, without which it would have been much more difficult to produce our illustrations. ptg8274339
v As Elrond said, the last place is the place of honor. We thank Margot Hutchison, Ernest Adams’s agent, for assistance with the contract. Tobi Saulnier was our wise and sharp-eyed technical editor. Her suggestions are present but invisible through- out the book, and we’re deeply grateful that the CEO of a game company would be willing to take the time to help us. Robyn G. Thomas, our tireless (and seemingly sleepless) development editor, pleaded, cajoled, threatened, and oversaw the whole process with her usual flair and attention to detail. And finally, special thanks to Karyn Johnson, senior editor at Peachpit Press, for having the faith in us to let us write the book in the first place. We hasten to add that the blame for any errors or omissions belongs entirely to us and not to any of the foregoing. We welcome all comments, questions, and criticism; please write to Joris Dormans at jd@jorisdormans.nl and to Ernest W. Adams at ewadams@designersnotebook.com. About the Authors Ernest W. Adams is an American game design consultant and teacher residing in England. In addition to his consulting work, he gives game design workshops and is a popular speaker at conferences and on college campuses. Mr. Adams has worked in the interactive entertainment industry since 1989 and founded the International Game Developers’ Association in 1994. He was most recently employed as a lead designer at Bullfrog Productions, and for several years before that, he was the audio/ video producer on the Madden NFL line of football games at Electronic Arts. In his early career, he was a software engineer, and he has developed online, computer, and console games for machines from the IBM 360 mainframe to the present day. Mr. Adams is the author of four other books, including Fundamentals of Game Design, the companion volume to this book. He also writes the Designer’s Notebook series of columns on the Gamasutra game developers’ webzine. His professional website is at www.designersnotebook.com. Joris Dormans (PhD) is a Dutch lecturer, researcher, and gameplay engineer based in Amsterdam, the Netherlands, working in industry and higher education since 2005. For the past four years, he has been researching formal tools and methods to design game mechanics. His other area of research focuses on how to leverage for- mal design methods to generate games procedurally. Dr. Dormans has presented papers and hosted workshops on game design on many academic and industry conferences. As an independent freelance game designer, he published and worked on several video and board games. Among these are story-driven adventure games, physical platform games, and a satirical political card game. He has also participated in all Global Game Jams to date. His professional website is at www.jorisdormans.nl. ptg8274339
vi Game mechanics: advanced Game desiGn About the Technical Editor Tobi Saulnier is founder and CEO of 1st Playable Productions, a game development studio that specializes in design and development of games tailored to specific audiences. Games developed by 1st Playable span numerous genres to appeal to play styles and preferences of each group and include games for young children, girls, middle schoolers, young adults, and some that appeal to broad audiences. The studio also creates games for education. Before joining the game industry in 2000, Tobi managed R&D in embedded and distributed systems at General Electric Research and Development, where she also led initiatives in new product develop- ment, software quality, business strategy, and outsourcing. She earned her BS, MS, and PhD in Electrical Engineering from Rensselaer Polytechnic Institute. ptg8274339
Contents Introduction ......................................................... xi Who Is This Book For? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii How Is This Book Organized? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xii Companion Website . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii ChAptEr 1 Designing Game Mechanics ...................................1 Rules Define Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 Discrete Mechanics vs. Continuous Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Mechanics and the Game Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Prototyping Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 ChAptEr 2 Emergence and progression................................ 23 The History of Emergence and Progression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Comparing Emergence and Progression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Games of Emergence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Games of Progression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Structural Differences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Emergence and Progression Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Exercise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 ChAptEr 3 Complex systems and the structure of Emergence ..................................................... 43 Gameplay as an Emergent Property of Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Structural Qualities of Complex Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Harnessing Emergence in Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 s t n E t n o C vii ptg8274339
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