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
Ernest Adams is a game design consultant, teacher, and the author
of the classic Fundamentals of Game Design, Second Edition, the
companion volume to this title. He has worked in the game industry
for 23 years, eight of them at Electronic Arts. He is also the
founder and first chairman of the International Game Developers’
Association. His professional web site is at
www.designersnotebook.com.
Joris Dormans (PhD) is a game design lecturer and researcher based
in Amsterdam with eight years of experience in higher education.
For the past four years he has been researching formal tools and
methods to design game mechanics. As an independent, freelance game
designer he published and worked on several video games and board
games, including story-driven adventure games, physical platform
games, and a satirical political card game. His professional web
site is at www.jorisdormans.nl.
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