Situational Game Design
Brian Upton
CRC Press
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Library of Congress Cataloging-in-Publication Data
Names: Upton, Brian, 1964- author.
Title: Situational game design / Brian Upton.
Description: Boca Raton, FL : Taylor & Francis, CRC Press, 2018.
Identifiers: LCCN 2017021955| ISBN 9781138031814 (pbk. : alk. paper) | ISBN
9781138305182 (hardback : alk. paper)
Subjects: LCSH: Video games--Authorship. | Computer games--Design. |
Games--Psychological aspects. | Game theory. | Situation (Philosophy)
Classification: LCC GV1469.34.A97 U68 2018 | DDC 794.8/1536--dc23
LC record available at https://lccn.loc.gov/2017021955
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Contents
Acknowledgments, v
Author, vii
Chapter 1 ◾ Introduction
THE PROBLEM WITH WINNING
WHAT IS SITUATIONAL GAME DESIGN?
MAKING MEANING WITH GAMES
SUMMARY
Chapter 2 ◾ Situations, Constraints, and Moves
CONSTRAINTS
MOVES
THE GAME AS UNDERSTOOD
PRE-EXISTING CONSTRAINTS
INTERPRETIVE MOVES
SUMMARY
Chapter 3 ◾ Playfulness
CHOICE
VARIETY
CONSEQUENCE
PREDICTABILITY
UNCERTAINTY
SATISFACTION
SUMMARY
1
3
5
7
9
11
12
15
16
19
21
23
25
26
29
33
36
38
41
43
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iv ◾ Contents
Chapter 4 ◾ Anticipation
CHARACTERISTICS OF ANTICIPATORY PLAY
CUING CLOSURE
THE RESULT OF ANTICIPATORY PLAY
CRUXES
SUMMARY
Chapter 5 ◾ Goals
COHERENCE PLAY
EXPANSION PLAY
CLOSURE PLAY
SUMMARY
Chapter 6 ◾ Methods
DESIGNING MOVES
DESIGNING SITUATIONS AND CONSTRAINTS
DESIGNING GAMES
SUMMARY
Chapter 7 ◾ Narrative
NARRATIVE CONSTRAINTS AND SITUATIONS
NARRATIVE PLAY
GAMES AS STORIES
SUMMARY
Chapter 8 ◾ Meaning
THE LUDIC SIGN
THE EPISTEMOLOGICAL CYCLE
LUDIC SEMIOSIS
HOW GAMES MAKE MEANING
SUMMARY
INDEX, 117
45
46
49
51
53
56
59
61
64
67
69
71
74
76
78
83
85
86
90
96
98
101
102
104
108
112
116
Acknowledgments
I’d like to thank Brenda Romero for providing the impetus for this
project.
I’d also like to thank the helpful staff of the Starbucks at Olympic and
Westwood in Los Angeles, where most of this book was written.
But most of all, I’d like to thank my wife and interlocutor, Elizabeth
Randell Upton. The ideas contained within this book are the result of hun-
dreds of hours of conversation between us. Without her collaboration, this
book would not exist.
v
Author
Brian Upton is a freelance game design consultant. A 20-year veteran of
the game industry, he was one of the founders of Red Storm Entertainment,
where he designed the original Rainbow Six and Ghost Recon. From 2002
to 2016, he was a senior game designer at Sony’s Santa Monica Studio,
where he collaborated with external teams bringing innovative indie titles
to the PlayStation.
He has served on the advisory boards of game design programs at
University of California, Santa Cruz, New York University, and University
of Limerick. He is a regular speaker at conferences such as Game Developers
Conference, Games for Change, and Digital Dragons. His previous book,
The Aesthetic of Play (MIT Press 2015), explored the relationship between
games, stories, and meaning.
vii