251:"And if you already are a game designer? In this case, you stand a good chance of becoming a better game designer. Your perception of the internal workings of games will be heightened. You will see structure where before you saw chaos. You will see possibilities where before you saw dead ends. You will see opportunities for meaningful play in every nook and cranny of the game you are working on right now."
351:- The authors insist that "the underlying properties of games and the core challenges of game design hold true regardless of the medium in which a game manifests," but they do identify four traits that are particularly strong in digital games: Immediate but narrow interactivity, the manipulation of information, automated complex systems, and networked communication.
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342:- The authors discuss the relationship between play and games, highlight existing definitions of a game, and provide their own intentionally narrow definitions of games and game design.
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The book is punctuated by guest contributions, including one essay and four commissioned games, each discussed alongside various prototype materials.
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The book is divided into four units, first introducing core concepts, then expanding on these with a detailed discussion of rules, play and culture.
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This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that:
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269:- The authors introduce the concept of meaningful play as the goal of successful game design, providing their own definitions.
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Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established.
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297:- The authors introduce four elements all
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544:List of books on computer and video games
72:Learn how and when to remove this message
85:Rules of Play: Game Design Fundamentals
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212:Rules of Play: Game Design Fundamentals
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382:Grasshopper: Games, Life, and Utopia
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