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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


Think in terms of entertaining a large audience, not a small one. It is okay, even encouraged, to borrow from
great games, but be di?¬? erent at the vision level (topic, look, and feel) and innovative at the gameplay level.
Don??™t imitate great games??”people have had that experience and probably won??™t pay to repeat it.
Designer Perspective: Bruce C. Shelley 345
346 Chapter 11: Fun and Accessibility
Further Reading
Koster, Raph. A Theory of Fun for Game Design.
Sco sdale, AZ: Paraglyph Press, 2004.
Maeda, John. The Laws of Simplicity: Design,
Technology, Business, Life. Cambridge, MA: MIT
Press, 2006.
Norman, Donald. Emotional Design: Why We
Love (Or Hate) Everyday Things. New York: Basic
Books, 2004.
End Notes
Fulton, Bill. ???Making Games More Fun: Tips for
Playtesting Games,??? Game Developers Conference,
2003.
3.
Bogost, Ian. Persuasive Games: The Expressive Power
of Videogames. Cambridge, MA: MIT Press, 2007.
Cooper, Alan and Reimann, Robert. About Face
2.0: The Essentials of Interaction Design. Indianapolis:
Wiley Publishing, 2003.
Gee, James Paul.


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print 'wirtualizacja 1171501854' . "\n"; print 'cloud computing 1171501855' . "\n"; print 'cuk 1171501699' . "\n"; print 'Szkolenie umiejętności menedżerskie 1171501630' . "\n"; print 'wykładziny obiektowe 1171501984' . "\n";