Description

Book Synopsis

People have played games forever, but itâs only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.

Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.

Eight games are analyzed â including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more â each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over

Anatomy of Game Design

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    A Paperback by Tom Smith

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      Publisher: CRC Press
      Publication Date: 10/31/2024
      ISBN13: 9781032387383, 978-1032387383
      ISBN10: 1032387386

      Description

      Book Synopsis

      People have played games forever, but itâs only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.

      Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.

      Eight games are analyzed â including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more â each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over

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