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ptg7947181
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SECOND EDITION
Ernest Adams
FUNDAMENTALS
of Game Design
ptg7947181
FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
Ernest Adams
New Riders
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Berkeley, CA 94710
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Find us on the Web at www.newriders.com
To report errors, please send a note to errata@peachpit.com
New Riders is an imprint of Peachpit, a division of Pearson Education
Copyright © 2010 by Pearson Education, Inc.
Senior Editor: Karyn Johnson
Development Editor: Robyn Thomas
Production Editor: Cory Borman
Copy Editor: Rebecca Rider
Technical Editor: Christopher Weaver
Compositor: WolfsonDesign
Proofreader: Scout Festa
Indexer: Jack Lewis
Interior Design: WolfsonDesign
Cover Design: Peachpit Press/Cory Borman
Cover Production: Mike Tanamachi
NOTICE OF RIGHTS
All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, elec-
tronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the
publisher. For information on getting permission for reprints and excerpts, contact permissions@peachpit.com.
NOTICE OF LIABILITY
The information in this book is distributed on an “As Is” basis without warranty. While every precaution has
been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any
person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by
the instructions contained in this book or by the computer software and hardware products described in it.
TRADEMARKS
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the designations appear as requested by the owner of the trademark. All other product names and services
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to convey endorsement or other affiliation with this book.
ISBN-13: 978-0-321-64337-7
ISBN-10: 0-321-64337-2
9 8 7 6 5 4 3 2 1
Printed and bound in the United States of America
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“In this updated edition of Fundamentals of Game Design, Adams adds
much to what was already a thorough look at game design in all its
varieties. The result is a veritable feast of design lessons sure not only
to satisfy the budding designer’s appetite, but also to refine her palate.”
—Ian Bogost, Georgia Institute of Technology
“In Fundamentals of Game Design, Second Edition, Ernest Adams provides
encyclopedic coverage of process and design issues for every aspect of
game design, expressed as practical lessons that can be immediately
applied to a design in-progress. He offers the best framework I’ve seen
for thinking about the relationships between core mechanics, gameplay,
and player—one that I’ve found useful for both teaching and research.”
—Michael Mateas, University of California
at Santa Cruz, co-creator of Façade
“Ernest writes in a way that is very down to earth and approachable to
students. It is obvious that he has ‘been there and done that’ and his
real-world, unpretentious approach to the material is what makes this
text so accessible.”
—Andrew Phelps, Rochester Institute of Technology
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To Mar y Elle n Foley, for love and wisdom.
Omnia vincit amor.
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Acknowledgments
It would be a rare developer indeed who had worked on every genre and style of
game addressed in this book, and certainly I cannot make that claim. When it
came time to speak about subjects of which I had little direct experience, I relied
heavily on the advice and wisdom of my professional colleagues. I owe a special
debt of gratitude to:
Monty Clark
Jesyca Durchin
Joseph Ganetakos
Scott Kim
Rick Knowles
Raph Koster
Mike Lopez
Steve Meretzky
Carolyn Handler Miller
Brian Moriarty
Tess Snider
Chris Taylor
Michelle Hinn and the
IGDA Accessibility Special
Interest Group
I hasten to add that any errors in the book are mine and not theirs. I am also espe-
cially indebted to MobyGames (www.mobygames.com) whose vast database of PC
and console games I consulted daily, and sometimes hourly, in my research.
My technical reviewer, Chris Weaver, provided advice and feedback throughout the
book. I cannot express the value to me of his experience as a game designer, game
industry entrepreneur, and professor at MIT. A number of my colleagues offered
valuable suggestions about different parts of the manuscript; I am particularly
grateful to Chris Bateman, Ben Cousins, Melissa Federoff, Ola Holmdahl, and Lucy
Joyner for their advice.
Several people and institutions generously gave me permission to reproduce images:
MobyGames (www.mobygames.com)
Giant Bomb (www.giantbomb.com)
Björn Hurri (www.bjornhurri.com)
Cecropia, Inc. (www.cecropia.com)
Pseudo Interactive (www.pseudointerac-
tive.com)
Chronic Logic (www.chroniclogic.com)
and Auran (www.auran.com)
Finally, no list of acknowledgments would be complete without recognizing the
help of my editors. Robyn Thomas worked hard with me to get the book done
under severe deadline pressure, and Mary Ellen Foley, The Word Boffin (www.word-
boffin.com), offered valuable insights and editing assistance. I’m also grateful for
the assistance of Margot Hutchison, my agent at Waterside Productions, in helping
to finalize the contract.
Suggestions, corrections, and even complaints are always welcome; please send
them to ewadams@designersnotebook.com.
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About the Author
Ernest Adams is an American game design consultant and trainer currently work-
ing in England with the International Hobo game design group. In addition to his
consulting work, he gives game design workshops and is a popular speaker at con-
ferences and on college campuses. He has worked in the interactive entertainment
industry since 1989, and he founded the International Game Developers’ Association
in 1994. He was most recently employed as a lead designer at Bullfrog Productions,
and for several years before that he was the audio/video producer on the Madden
NFL line of football games at Electronic Arts. In his early career, he was a software
engineer, and he has developed online, computer, and console games for machines
from the IBM 360 mainframe to the present day. He is the author of three other
books and the “Designer’s Notebook” series of columns on the Gamasutra developers’
webzine. His professional web site is at www.designersnotebook.com.
About the Technical Editor
Christopher Weaver founded Bethesda Softworks, the software entertainment com-
pany credited with the development of physics-based sports sims, including the
original John Madden Football for Electronic Arts, as well as the Elder Scrolls role-
playing series. A former member of the Architecture Machine Group and Fellow of
the MIT Communications and Policy Program, he is currently a Board Member of
the Communications Technology Roadmap and Visiting Scientist in MIT’s
Microphotonics Center. Weaver is CEO of Media Technology, Ltd. and teaches part
time in the Comparative Media Studies Program at MIT. In 2005, he was inducted
into the Cosmos Club for Excellence in Engineering.
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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
PART ONE
THE ELEMENTS OF GAME DESIGN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xx
1 Games and Video Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
What Is a Game? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Conventional Games Versus Video Games . . . . . . . . . . . . . . . . . . . . . 15
How Video Games Entertain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2 Design Components and Processes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
An Approach to the Task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
The Key Components of Video Games . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Structure of a Video Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
The Stages of the Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
The Game Design Team Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
The Game Design Documents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
The Anatomy of a Game Designer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
3 Game Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Getting an Idea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
From Idea to Game Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
The Player’s Role. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Choosing a Genre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Defining Your Target Audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Progression Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Types of Game Machines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4 Game Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
What Is a Game World? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
The Purposes of a Game World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
The Dimensions of a Game World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Realism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
CONTENTS
viii
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CONTENTS ix
5 Creative and Expressive Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Self-Defining Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Creative Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Storytelling Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Game Modifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
6 Character Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127
The Goals of Character Design. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
The Relationship Between Player and Avatar. . . . . . . . . . . . . . . . . . 128
Visual Appearances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Character Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Audio Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
7 Storytelling and Narrative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
Why Put Stories in Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Key Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
The Storytelling Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Linear Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Nonlinear Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Granularity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Mechanisms for Advancing the Plot . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Emotional Limits of Interactive Stories . . . . . . . . . . . . . . . . . . . . . . . 183
Scripted Conversations and Dialog Trees . . . . . . . . . . . . . . . . . . . . . . 184
When to Write the Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Other Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
8 User Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
What Is the User Interface? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Player-Centric Interface Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
The Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Managing Complexity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Interaction Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Camera Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Visual Elements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Audio Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
Input Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
[...]... won’t go into the theory of game semiotics in detail It is a complex issue and the subject of ongoing research, but it is beyond the scope of an introductory work ■ The gameplay consists of the challenges and actions the game offers the player ■ The sequence of play is the progression of activities that make up the game ■ The goal(s) of the game is also known as the objective of the game and is defined by... Zimmerman, 2003) You now know the formal definition of a game, but from this point on, we’ll use the word game in an informal sense to refer to the game software Phrases like “the game is smart” or “the game offers the player certain options” mean the software, not the play activity itself Video games are a subset of the universe of all games A video game is a game mediated by a computer, whether the computer... video games entertain Chapter 2 introduces the key components of a video game: the core mechanics, user interface, and storytelling engine It also presents the concept of a gameplay mode and the structure of a video game The last half of the chapter is devoted to the practice of game design, including my recommended approach, player-centric design Chapter 3 is about game concepts: where the idea for a game. .. indicates the end of the game by specifying which player has lost Such a game can never be won, only abandoned The RollerCoaster Tycoon game is a good N O T E The concepts of winning and losing are not essential to games, but they make a game more exciting A game must have a goal, but the goal need not be characterized as victory or defeat CHAPTER 1 GAMES AND VIDEO GAMES 8 FUNDAMENTALS OF GAME DESIGN example:... different genres of games and the design considerations peculiar to each genre The final chapter addresses some of the special design considerations of online gaming INTRODUCT ION xvii Part One: The Elements of Game Design Chapter 1 introduces games in general and video games in particular, including formal definitions of the terms game and gameplay It also discusses what computers bring to games and lists... achievement but not necessarily the opposition of forces As a game designer, you should take a broad view of games Think of a game as an activity rather than as a system of rules, as some theorists do Although all games require rules, rules alone do not make a game For a game to exist, it must be played; otherwise it is simply a theoretical abstraction If you think of a game as an activity, it focuses your attention... brilliant single-player game but was not well designed for multiplayer play GAMES AND VIDEO GAMES 15 CHAPTER 1 Conventional Games Versus Video Games A game designer should be able to design all kinds of games, not just video games A game designer must have a thorough understanding of the essential elements— play, rules, goals, and so on—and should be able to design an enjoyable game with nothing but... interacts with the game world A bad user interface can kill an otherwise brilliant game, so you must get this right Chapter 9 discusses gameplay, the heart of the player’s mental experience of a game The gameplay consists of the challenges the player faces and the actions he takes to overcome them It also analyzes the nature of difficulty in gameplay Chapter 10 looks at the core mechanics of a game, especially... the kind of game you are designing and the skills of the individuals on the team From the standpoint of teaching the material, it is simplest to write it as if one person will do all the work How Is This Book Organized? Fundamentals of Game Design, Second Edition is divided into two parts The first twelve chapters are about designing games in general: what a game is, how it works, and what kinds of decisions... INTRODUCTION Welcome to Fundamentals of Game Design, Second Edition—an updated version of the original Fundamentals of Game Design, which was itself based upon an earlier book called Andrew Rollings and Ernest Adams on Game Design I hope you enjoy this book and find it both informative and helpful In the past three years, the field of interactive entertainment has changed in a number of ways, and I felt it was
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