See also Gameplay
characteristics of, 91??“92
cooperative, 55, 56f
de?¬? nition of, 91
description of, 314
genres of, 162, 415??“421
invitation to, 50
living out fantasies, 315
nature of, 91??“92
participant, 93
player engagement through, 34
player types considered in
designing, 92??“93
procedures for, 29
recognizable moments associated
with, 50
types of, 92, 92f
Play matrix, 260??“262
Play mechanic, 137??“139
Playboy: The Mansion, 244
Playcentric design process
feedback in, 19
innovation creation through, 21
iteration, 14??“19
player experience goals, 10??“11
principles of, 10
during production, 18
prototyping, 11
Player(s)
advocate of, 2??“3
archetypal, 92??“93
engaging of. See Player
engagement
game designer as, 2??“3, 8??“9
interaction pa erns for. See Player
interaction pa erns
number of, 50
roles of, 50??“51
types of, 92??“93
Index 465
Player engagement
challenge. See Challenge
characters. See Characters
creation of, 33??“34
description of, 312
dramatic elements. See Dramatic
elements
levels of, 93
play. See Play
premise, 40, 93??“96
story, 41, 100??“101
summary of, 42??“43
Player experience goals, 10??“11
Player interaction pa erns
cooperative play, 55, 56f
description of, 51
multilateral competition, 55, 55f
multiple individual players versus
game, 53, 54f
outcome based on, 80
player versus player, 54
single player versus game, 51,
52f??“53f
team competition, 55??“56
unilateral competition, 54f, 54??“55
Player versus player interaction
pa ern, 54
PlayFirst, 261, 387
PlayStation 3, 227f, 421
Playtesters, 249??“251
Playtesting
at Blizzard Entertainment, 304
completeness, 280
with con?¬? dants, 250
data gathering, 264??“265
data hooks, 257
de?¬? nition of, 248
early, 147
focus of, 277??“279
with friends, 250
functionality, 279
game designer??™s involvement in, 3??“4
group, 257
importance of, 11, 147, 230, 248
internal completeness.
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