Achievement Relocked
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Author | : Geoffrey Engelstein |
Publisher | : MIT Press |
Total Pages | : 149 |
Release | : 2020-02-18 |
Genre | : Games & Activities |
ISBN | : 026204353X |
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.
Author | : Marco Arnaudo |
Publisher | : McFarland |
Total Pages | : 256 |
Release | : 2023-12-29 |
Genre | : Games & Activities |
ISBN | : 1476682038 |
This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.
Author | : Adam Reid |
Publisher | : HarperCollins+ORM |
Total Pages | : 227 |
Release | : 2019-03-26 |
Genre | : Fiction |
ISBN | : 0062951270 |
Brothers from different mothers, bromancing history to save us from Trump. These are the continuing adventures of Barack Obama and Joe Biden, time traveling superheroes in search of a brighter future for America. Moments after the inauguration of our 45th President, best friends Barack Obama and Joe Biden were escorted to a secret lab run by the world’s greatest scientists. They were asked to take off all their clothes and hold very still in a fetal position until they felt a painful tingling sensation. Then they vanished. They would awake to find themselves apart, and inside their younger bodies—driven to find each other and change history for the better. Their faithful guide on this journey is Samuel L. Jackson, a brilliant actor from the present who appears in the form of an augmented reality that only they can see and hear. And thus, they find themselves leaping through time, striving to right injustice wherever they find it, looking for a world which they can proudly call home. A visual feast that’s both graphic and novel, this book is a love letter to cheesy science fiction and the two men who can still be counted on to inspire us. Featuring comics produced by Titmouse Inc (Big Mouth, The Venture Bros.), it’s 224 pages of adventure that will melt your snowflake brain and give you hope for humanity at the same time.
Author | : Geoffrey Engelstein |
Publisher | : CRC Press |
Total Pages | : 199 |
Release | : 2020-12-21 |
Genre | : Games & Activities |
ISBN | : 1000290948 |
Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author’s extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.
Author | : Aaron Trammell |
Publisher | : MIT Press |
Total Pages | : 146 |
Release | : 2023-02-07 |
Genre | : Games & Activities |
ISBN | : 0262373874 |
A provocative study that reconsiders our notion of play—and how its deceptively wholesome image has harmed and erased people of color. Contemporary theorists present play as something wholly constructive and positive. But this broken definition is drawn from a White European philosophical tradition that ignores the fact that play can, and often does, hurt. In fact, this narrow understanding of play has been complicit in the systemic erasure of Black, Indigenous, and People of Color (BIPOC) from the domain of leisure. In this book, Aaron Trammell proposes a corrective: a radical reconsideration of play that expands its definition to include BIPOC suffering, subjugation, and taboo topics such as torture. As he challenges and decolonizes White European thought, Trammell maps possible ways to reconcile existing theories with the fact that play is often hurtful and toxic. Trammell upends current notions by exploring play’s function as a tool in the subjugation of BIPOC. As he shows, the phenomenology of play is a power relationship. Even in innocent play, human beings subtly discipline each other to remain within unspoken rules. Going further, Trammell departs from mainstream theory to insist that torture can be play. Approaching it as such reveals play’s role in subjugating people in general and renders visible the long-ignored experiences of BIPOC. Such an inclusive definition of play becomes a form of intellectual reparation, correcting the notion that play must give pleasure while also recasting play in a form that focuses on the deep, painful, and sometimes traumatic depths of living.
Author | : Prima Games Staff |
Publisher | : Prima Games |
Total Pages | : 436 |
Release | : 2008-12-09 |
Genre | : Games & Activities |
ISBN | : 9780761561583 |
Strategies for Unlocking Achievements from 100 top games including: Halo 3 (All 1250) Call of Duty 4: Modern Warfare Bioshock Army of Two DiRT Bully: Scholarship Edition Fable 2 Too Human Marvel Ultimate Alliance Blue Dragon Alone in the Dark And Many More Fast Points Earn five thousand gamer points in 24 hours of gameplay, 1000 points in 5 minutes, and 25 easy achievements. Points Galore TMNT (4 hours 1,000 points) Avatar (10 minutes 1,000 points) CSI (5 hours 1,000 points) Jumper (6 hours 1,000 points)
Author | : Katherine Isbister |
Publisher | : MIT Press |
Total Pages | : 187 |
Release | : 2017-10-27 |
Genre | : Games & Activities |
ISBN | : 0262534452 |
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Author | : |
Publisher | : Prima Games |
Total Pages | : 564 |
Release | : 2008-12-09 |
Genre | : Games & Activities |
ISBN | : 9780761559481 |
Containing more than 18,000 codes, cheats, and unlockables for over 1,500 of the most popular current and next-gen games on the biggest platforms, including PS3, Wii, and Xbox 360, this guide offers gamers invincibility, all items, and hidden content are at their fingertips.
Author | : Jaakko Stenros |
Publisher | : MIT Press |
Total Pages | : 253 |
Release | : 2024-03-12 |
Genre | : Games & Activities |
ISBN | : 0262377535 |
How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work. Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf. Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material. By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.
Author | : BradyGames |
Publisher | : BradyGames |
Total Pages | : 324 |
Release | : 2007 |
Genre | : Games & Activities |
ISBN | : 9780744010008 |
The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!