Description

Book Synopsis


Table of Contents
Preface xx
Chapter 1 Games and Players: Defined 1
Defining Game 2
Agreed Upon, Artificial Rules 2
Players Have an Impact on the Outcome 3
People Can Opt Out 4
Game Sessions Are Finite 4
Intrinsic Rewards 4
Game Attributes Summary 5
Finding the Target Audience for a Game: Player Attributes 6
Age 6
Gender 7
Tolerance for Learning Rules 7
Interest in Challenge 9
Desired Time Investment 10
Pace Preference 11
Competitiveness 11
Platform Preference 12
Skill Level 12
Genre/Art/Setting/Narrative Preference 13
Value Gained from Players 13
Payment 13
Other Forms of Value 16
Target Audience Value 17
Target Audience Composite 18
Chess 18
Galaga 18
Mario Kart 19
The Battle for Wesnoth 20
Bejeweled 20
What to Do with a Target Audience Profile 21
Further Steps 22
Chapter 2 Roles in the Game Industry 23
Core Management Team 24
Vision Holder 24
Lead Engineer 25
Lead Artist 25
Lead Designer 25
Producer 25
Lead Sound Designer 25
Team Subdisciplines 26
Art 26
Engineering 27
Production 28
Design 28
Sound Team 29
QA Team 29
Narrative Designer 30
Additional Roles 30
Further Steps 30
Chapter 3 Asking Questions 31
How to Ask a Theoretical Question 32
Steps of the Scientific Method 32
Defining a Question for Data Analysis 35
How to Ask for Help with a Problem 36
Why How You Ask Matters 36
Steps to Writing a Good Question 37
Further Steps 41
Chapter 4 System Design Tools 43
What Is Data? 44
Game Industry Tools 44
Documentation Tools 45
Image Editing Tools 45
3D Modeling Tools 46
Flowchart Tools 47
Databases 48
Bug-Tracking Software 49
Game Engines 49
Further Steps 50
Chapter 5 Spreadsheet Basics 51
Why Spreadsheets? 52
What Is a Spreadsheet? 54
Spreadsheet Cells: The Building Blocks of Data 54
Cells 54
The Formula Bar 55
Spreadsheet Symbols 56
Data Containers in Spreadsheets 60
Columns and Rows 60
Sheets 61
Workbooks 61
Spreadsheet Operations 63
Referencing a Separate Sheet 64
Hiding Data 65
Freezing Part of a Sheet 66
Using Comments and Notes 68
Using Formfill 71
Using Filters 77
Data Validation 80
The Data Validation Dialog 81
Time Validation 83
List Validation 84
Named Ranges 84
Further Steps 88
Chapter 6 Spreadsheet Functions 89
Grouping Arguments 90
Function Structure 90
More Complex Functions 93
Functions for System Designers 96
SUM 96
AVERAGE 97
MEDIAN 97
MODE 98
MAX and MIN 99
RANK 99
COUNT, COUNTA, and COUNTUNIQUE 100
LEN 100
IF 101
COUNTIF 101
VLOOKUP 102
FIND 102
MID 103
NOW 103
RAND 104
ROUND 105
RANDBETWEEN 105
Learning About More Functions 106
How to Choose the Right Function 106
Further Steps 107
Chapter 7 Distilling Life into Systems 109
An Abstract Example 114
Throwing 114
Sticks 115
Running 115
Teamwork 115
Putting Together the Mechanics 115
Story in Games 116
Further Steps 117
Chapter 8 Coming Up with Ideas 119
Idea Buffet 120
Sample Idea Buffet 120
Running a Brainstorming Session 121
Having Goals 121
Gathering the Troops 122
Giving Yourself a Block of Time 123
Don't Accept the First Answer 123
Avoiding Criticism 124
Keeping on Topic (Kind Of) 124
Capturing the Creativity 125
Keeping Expectations Reasonable 125
Percolating 125
Methods to Force Creativity 126
Bad Storming 126
Jokes 126
Building Blocks 127
Future Past 127
Iterative Stepping 127
Halfway Between 128
Opposite Of 129
Random Connections 130
Stream of Consciousness Writing 130
Further Steps 131
Chapter 9 Attributes: Creating and Quantifying Life 133
Mechanics Versus Attributes 134
Listing Attributes 134
Initial Brainstorming 135
Blue-Sky Brainstorming 136
Researching Attributes 136
Referring to Your Own Personal Attribute Bank 138
Defining an Attribute 139
Considerations When Defining an Attribute 140
Grouping Attributes 141
Further Steps 143
Chapter 10 Organizing Data in Spreadsheets 145
Create a Spreadsheet to Be Read by an Outsider 146
Avoid Typing Numbers 146
Label Data 147
Validate Your Data 148
Use Columns for Attributes and Rows for Objects 148
Color Coding 149
Avoid Adding Unneeded Columns or Rows or Blank Cells 151
Separate Data Objects with Sheets 152
Reference Sheet 152
Introduction Sheet 153
Output/Visualization Sheets 154
Scratch Sheet 155
Spreadsheet Example 155
Further Steps 156
Chapter 11 Attribute Numbers 157
Getting a Feel for Your Attributes 158
Determining the Granularity for Numbers 158
Numbers Should Relate to Probability 158
Some Numbers Need to Relate to Real-World Measurements 159
User Smaller Numbers for Easier Calculations 160
Use Larger Numbers for More Granularity 161
Very Large Numbers Are Confusing 162
Humans Hate Decimals and Fractions, but Computers Don't Mind Them 163
Numbering Example 163
The Tension Trick 163
Searching for the Right Numbers 165
Further Steps 167
Chapter 12 System Design Foundations 169
Attribute Weights 170
DPS and Intertwined Attributes 173
Binary Searching 176
How Binary Searching Works 176
Lacking a Viable Range 179
Naming Conventions 180
Naming Object Iterations 185
The Problem with “New” 185
Iteration Naming Method 1: Version Number 186
Iteration Naming Method 2: Version Letter and Number 186
Special Case Terms 187
Using the Handshake Formula 188
Further Steps 194
Chapter 13 Range Balancing, Data Fulcrums, and Hierarchical Design 195
Range Balancing 196
How Range Balancing Works 197
Who Adjusts What 201
Data Fulcrums 203
What Is a Fulcrum? 203
Creating a Fulcrum 204
Testing a Fulcrum 204
Locking a Fulcrum 206
Using a Fulcrum for Data Creation 206
Unavoidable Cross-testing 208
Fulcrum Progression 209
Hierarchical Design 210
Starting the Hierarchy 211
Advantages of Hierarchical Design 212
Further Steps 213
Chapter 14 Exponential Growth and Diminishing Returns 215
Linear Growth 216
Exponential Growth 217
Parts of the Basic Exponential Growth Formula 218
Building Blocks of the Exponential Growth Formula 220
Tweaking the Basic Exponential Growth Formula 226
A Note on Iterations 227
Exponential Charts and Game Hierarchy 227
Further Steps 228
Chapter 15 Analyzing Game Data 229
Overview Analysis 230
Next-Level Deep Analysis 238
Practicing Data Analysis 240
Comparison Analysis 240
Canaries 241
Further Steps 244
Chapter 16 Macrosystems and Player Engagement 245
Macrosystem Difficulty Adjustment 246
Flat Balancing 246
Positive Feedback Loops 247
Negative Feedback Loop 249
Dynamic Difficulty Adjustment 251
Layered Difficulty Adjustment 253
Cross-Feeding 254
Balancing Combinations 255
Further Steps 255
Chapter 17 Fine-Tuning Balance, Testing, and Problem Solving 257
Balance 258
Why Balance Matters 258
General Game Balance 259
Breaking Your Data 261
Problems with Balancing Judged Contests 261
How to Start Balancing Data 263
Performing Playtests 265
Minimum Viability Testing 266
Balance Testing 267
Bug Testing 268
User Testing 269
Beta/Postlaunch Telemetry Testing 273
Solving Problems 275
Identify the Problem 276
Eliminate Variables 277
Come Up with Solutions 277
Communicate with the Team 277
Prototype and Test 277
Document the Changes 277
Further Steps 278
Chapter 18 Systems Communication and Psychology 279
Games as Conversations 280
Word Meanings 281
Noise 284
Reciprocity 286
Overstepping Bounds 286
Shallow Relationship 287
Right Balance 287
Reward Expectations 288
Further Steps 289
Chapter 19 Probability 291
Basic Probability 292
Probability Notation 292
Calculating One-Dimensional Even-Distribution Probability 293
Calculating One-Dimensional Uneven-Distribution Probability 299
Calculating Compound Probability 301
Calculating 2D6 “Or Higher” Cumulative Probability 309
Calculating the Probability of Doubles 310
Calculating a Series of Single Events 311
Calculating More Than Two Dimensions 316
Calculating Dependent Event Probability 318
Calculating Mutually Exclusive Event Probability 321
Calculating Enumerated Probability with an Even Distribution 321
Calculating Enumerated Probability with an Uneven Distribution 322
Calculating Attributes Weights Based on Probability 325
Calculating Imperfect Information Probability 327
Perception of Probability 328
Probability Uncertainty 328
Mapping Probability 329
Attributes of a Random Event 329
Mapping Probability Examples 331
Measuring Luck in a Game 334
Testing for Pure Luck 335
Testing for Luck Dominant 335
Testing for Luck Influenced 336
Adjusting the Influence of Luck 336
Chaos Factor 338
Further Steps 338
Chapter 20 Next Steps 341
Practice 342
Analyze Existing Games 342
Play New Games 342
Modify Existing Games 342
Work on Your Game 343
Keep Learning 343
Index 345

Introduction to Game Systems Design

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A Paperback / softback by Dax Gazaway

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    View other formats and editions of Introduction to Game Systems Design by Dax Gazaway

    Publisher: Pearson Education (US)
    Publication Date: 04/10/2021
    ISBN13: 9780137440849, 978-0137440849
    ISBN10: 0137440847

    Description

    Book Synopsis


    Table of Contents
    Preface xx
    Chapter 1 Games and Players: Defined 1
    Defining Game 2
    Agreed Upon, Artificial Rules 2
    Players Have an Impact on the Outcome 3
    People Can Opt Out 4
    Game Sessions Are Finite 4
    Intrinsic Rewards 4
    Game Attributes Summary 5
    Finding the Target Audience for a Game: Player Attributes 6
    Age 6
    Gender 7
    Tolerance for Learning Rules 7
    Interest in Challenge 9
    Desired Time Investment 10
    Pace Preference 11
    Competitiveness 11
    Platform Preference 12
    Skill Level 12
    Genre/Art/Setting/Narrative Preference 13
    Value Gained from Players 13
    Payment 13
    Other Forms of Value 16
    Target Audience Value 17
    Target Audience Composite 18
    Chess 18
    Galaga 18
    Mario Kart 19
    The Battle for Wesnoth 20
    Bejeweled 20
    What to Do with a Target Audience Profile 21
    Further Steps 22
    Chapter 2 Roles in the Game Industry 23
    Core Management Team 24
    Vision Holder 24
    Lead Engineer 25
    Lead Artist 25
    Lead Designer 25
    Producer 25
    Lead Sound Designer 25
    Team Subdisciplines 26
    Art 26
    Engineering 27
    Production 28
    Design 28
    Sound Team 29
    QA Team 29
    Narrative Designer 30
    Additional Roles 30
    Further Steps 30
    Chapter 3 Asking Questions 31
    How to Ask a Theoretical Question 32
    Steps of the Scientific Method 32
    Defining a Question for Data Analysis 35
    How to Ask for Help with a Problem 36
    Why How You Ask Matters 36
    Steps to Writing a Good Question 37
    Further Steps 41
    Chapter 4 System Design Tools 43
    What Is Data? 44
    Game Industry Tools 44
    Documentation Tools 45
    Image Editing Tools 45
    3D Modeling Tools 46
    Flowchart Tools 47
    Databases 48
    Bug-Tracking Software 49
    Game Engines 49
    Further Steps 50
    Chapter 5 Spreadsheet Basics 51
    Why Spreadsheets? 52
    What Is a Spreadsheet? 54
    Spreadsheet Cells: The Building Blocks of Data 54
    Cells 54
    The Formula Bar 55
    Spreadsheet Symbols 56
    Data Containers in Spreadsheets 60
    Columns and Rows 60
    Sheets 61
    Workbooks 61
    Spreadsheet Operations 63
    Referencing a Separate Sheet 64
    Hiding Data 65
    Freezing Part of a Sheet 66
    Using Comments and Notes 68
    Using Formfill 71
    Using Filters 77
    Data Validation 80
    The Data Validation Dialog 81
    Time Validation 83
    List Validation 84
    Named Ranges 84
    Further Steps 88
    Chapter 6 Spreadsheet Functions 89
    Grouping Arguments 90
    Function Structure 90
    More Complex Functions 93
    Functions for System Designers 96
    SUM 96
    AVERAGE 97
    MEDIAN 97
    MODE 98
    MAX and MIN 99
    RANK 99
    COUNT, COUNTA, and COUNTUNIQUE 100
    LEN 100
    IF 101
    COUNTIF 101
    VLOOKUP 102
    FIND 102
    MID 103
    NOW 103
    RAND 104
    ROUND 105
    RANDBETWEEN 105
    Learning About More Functions 106
    How to Choose the Right Function 106
    Further Steps 107
    Chapter 7 Distilling Life into Systems 109
    An Abstract Example 114
    Throwing 114
    Sticks 115
    Running 115
    Teamwork 115
    Putting Together the Mechanics 115
    Story in Games 116
    Further Steps 117
    Chapter 8 Coming Up with Ideas 119
    Idea Buffet 120
    Sample Idea Buffet 120
    Running a Brainstorming Session 121
    Having Goals 121
    Gathering the Troops 122
    Giving Yourself a Block of Time 123
    Don't Accept the First Answer 123
    Avoiding Criticism 124
    Keeping on Topic (Kind Of) 124
    Capturing the Creativity 125
    Keeping Expectations Reasonable 125
    Percolating 125
    Methods to Force Creativity 126
    Bad Storming 126
    Jokes 126
    Building Blocks 127
    Future Past 127
    Iterative Stepping 127
    Halfway Between 128
    Opposite Of 129
    Random Connections 130
    Stream of Consciousness Writing 130
    Further Steps 131
    Chapter 9 Attributes: Creating and Quantifying Life 133
    Mechanics Versus Attributes 134
    Listing Attributes 134
    Initial Brainstorming 135
    Blue-Sky Brainstorming 136
    Researching Attributes 136
    Referring to Your Own Personal Attribute Bank 138
    Defining an Attribute 139
    Considerations When Defining an Attribute 140
    Grouping Attributes 141
    Further Steps 143
    Chapter 10 Organizing Data in Spreadsheets 145
    Create a Spreadsheet to Be Read by an Outsider 146
    Avoid Typing Numbers 146
    Label Data 147
    Validate Your Data 148
    Use Columns for Attributes and Rows for Objects 148
    Color Coding 149
    Avoid Adding Unneeded Columns or Rows or Blank Cells 151
    Separate Data Objects with Sheets 152
    Reference Sheet 152
    Introduction Sheet 153
    Output/Visualization Sheets 154
    Scratch Sheet 155
    Spreadsheet Example 155
    Further Steps 156
    Chapter 11 Attribute Numbers 157
    Getting a Feel for Your Attributes 158
    Determining the Granularity for Numbers 158
    Numbers Should Relate to Probability 158
    Some Numbers Need to Relate to Real-World Measurements 159
    User Smaller Numbers for Easier Calculations 160
    Use Larger Numbers for More Granularity 161
    Very Large Numbers Are Confusing 162
    Humans Hate Decimals and Fractions, but Computers Don't Mind Them 163
    Numbering Example 163
    The Tension Trick 163
    Searching for the Right Numbers 165
    Further Steps 167
    Chapter 12 System Design Foundations 169
    Attribute Weights 170
    DPS and Intertwined Attributes 173
    Binary Searching 176
    How Binary Searching Works 176
    Lacking a Viable Range 179
    Naming Conventions 180
    Naming Object Iterations 185
    The Problem with “New” 185
    Iteration Naming Method 1: Version Number 186
    Iteration Naming Method 2: Version Letter and Number 186
    Special Case Terms 187
    Using the Handshake Formula 188
    Further Steps 194
    Chapter 13 Range Balancing, Data Fulcrums, and Hierarchical Design 195
    Range Balancing 196
    How Range Balancing Works 197
    Who Adjusts What 201
    Data Fulcrums 203
    What Is a Fulcrum? 203
    Creating a Fulcrum 204
    Testing a Fulcrum 204
    Locking a Fulcrum 206
    Using a Fulcrum for Data Creation 206
    Unavoidable Cross-testing 208
    Fulcrum Progression 209
    Hierarchical Design 210
    Starting the Hierarchy 211
    Advantages of Hierarchical Design 212
    Further Steps 213
    Chapter 14 Exponential Growth and Diminishing Returns 215
    Linear Growth 216
    Exponential Growth 217
    Parts of the Basic Exponential Growth Formula 218
    Building Blocks of the Exponential Growth Formula 220
    Tweaking the Basic Exponential Growth Formula 226
    A Note on Iterations 227
    Exponential Charts and Game Hierarchy 227
    Further Steps 228
    Chapter 15 Analyzing Game Data 229
    Overview Analysis 230
    Next-Level Deep Analysis 238
    Practicing Data Analysis 240
    Comparison Analysis 240
    Canaries 241
    Further Steps 244
    Chapter 16 Macrosystems and Player Engagement 245
    Macrosystem Difficulty Adjustment 246
    Flat Balancing 246
    Positive Feedback Loops 247
    Negative Feedback Loop 249
    Dynamic Difficulty Adjustment 251
    Layered Difficulty Adjustment 253
    Cross-Feeding 254
    Balancing Combinations 255
    Further Steps 255
    Chapter 17 Fine-Tuning Balance, Testing, and Problem Solving 257
    Balance 258
    Why Balance Matters 258
    General Game Balance 259
    Breaking Your Data 261
    Problems with Balancing Judged Contests 261
    How to Start Balancing Data 263
    Performing Playtests 265
    Minimum Viability Testing 266
    Balance Testing 267
    Bug Testing 268
    User Testing 269
    Beta/Postlaunch Telemetry Testing 273
    Solving Problems 275
    Identify the Problem 276
    Eliminate Variables 277
    Come Up with Solutions 277
    Communicate with the Team 277
    Prototype and Test 277
    Document the Changes 277
    Further Steps 278
    Chapter 18 Systems Communication and Psychology 279
    Games as Conversations 280
    Word Meanings 281
    Noise 284
    Reciprocity 286
    Overstepping Bounds 286
    Shallow Relationship 287
    Right Balance 287
    Reward Expectations 288
    Further Steps 289
    Chapter 19 Probability 291
    Basic Probability 292
    Probability Notation 292
    Calculating One-Dimensional Even-Distribution Probability 293
    Calculating One-Dimensional Uneven-Distribution Probability 299
    Calculating Compound Probability 301
    Calculating 2D6 “Or Higher” Cumulative Probability 309
    Calculating the Probability of Doubles 310
    Calculating a Series of Single Events 311
    Calculating More Than Two Dimensions 316
    Calculating Dependent Event Probability 318
    Calculating Mutually Exclusive Event Probability 321
    Calculating Enumerated Probability with an Even Distribution 321
    Calculating Enumerated Probability with an Uneven Distribution 322
    Calculating Attributes Weights Based on Probability 325
    Calculating Imperfect Information Probability 327
    Perception of Probability 328
    Probability Uncertainty 328
    Mapping Probability 329
    Attributes of a Random Event 329
    Mapping Probability Examples 331
    Measuring Luck in a Game 334
    Testing for Pure Luck 335
    Testing for Luck Dominant 335
    Testing for Luck Influenced 336
    Adjusting the Influence of Luck 336
    Chaos Factor 338
    Further Steps 338
    Chapter 20 Next Steps 341
    Practice 342
    Analyze Existing Games 342
    Play New Games 342
    Modify Existing Games 342
    Work on Your Game 343
    Keep Learning 343
    Index 345

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