You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single ...
This book is meant to be a primer, that is an introduction, to probability logic, a subject that appears to be in its infancy. Probability logic is a subject envisioned by Hans Reichenbach and largely created by Adams. It treats conditionals as bearers of conditional probabilities and discusses an appropriate sense of validity for arguments such conditionals, as well as ordinary statements as premises. This is a clear well written text on the subject of probability logic, suitable for advanced undergraduates or graduates, but also of interest to professional philosophers. There are well thought out exercises, and a number of advanced topics treated in appendices, while some are brought up in exercises and some are alluded to only in footnotes. By this means it is hoped that the reader will at least be made aware of most of the important ramifications of the subject and its tie-ins with current research, and will have some indications concerning recent and relevant literature.
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the spe...
A study of the various ways in which field archaeologists set about making and using classifications to meet a variety of practical needs. The authors discuss how humans form concepts. They then describe and analyse in detail a specific example of an archaeological classification, and go on to consider the theoretical generalizations that can be derived from the study of actual in-use classifications.
Of the four chapters in this book, the first two discuss (albeit in consider ably modified form) matters previously discussed in my papers 'On the Logic of Conditionals' [1] and 'Probability and the Logic of Conditionals' [2], while the last two present essentially new material. Chapter I is relatively informal and roughly parallels the first of the above papers in discussing the basic ideas of a probabilistic approach to the logic of the indicative conditional, according to which these constructions do not have truth values, but they do have probabilities (equal to conditional probabilities), and the appropriate criterion of soundness for inferences involving them is that it should not be p...
Henry Adams sought, late in life, to thwart prospective biographers by writing his own biography. Published soon after his death in 1918, The Education of Henry Adams was rightly greeted as a masterpiece. Not until thirty years later, with the appearance of the first volume of Ernest Samuelsâe(tm)s biography, did it become apparent how much the story had been colored by Adamsâe(tm)s singular philosophy of history and how great was the disparity between the protagonist of the Education and Adams as he actually was. Upon its completion in 1964, Samuelsâe(tm)s life of Henry Adams was hailed as âeoeone of the great biographical achievements of our timeâe ; its laurels included a Pulitzer Pr...
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the role-playing game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the role-playing game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
This series presents biographies of deceased members of the National Academy of Engineering.