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This book looks at a range of topics and design issues pertinent to the history, current state of design, and to developing trends within the hobby, industry, and the adjacent field of game scholarship.
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This book looks at a range of topics and design issues pertinent to the history, current state of design, and to developing trends within the hobby, industry, and the adjacent field of game scholarship.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 346
- Erscheinungstermin: 14. August 2024
- Englisch
- Abmessung: 254mm x 178mm x 19mm
- Gewicht: 652g
- ISBN-13: 9781032416915
- ISBN-10: 1032416912
- Artikelnr.: 70145888
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 346
- Erscheinungstermin: 14. August 2024
- Englisch
- Abmessung: 254mm x 178mm x 19mm
- Gewicht: 652g
- ISBN-13: 9781032416915
- ISBN-10: 1032416912
- Artikelnr.: 70145888
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
Maurice W. Suckling teaches and researches games at Rensselaer Polytechnic Institute, NY. He is also a game designer. His first published game was Driver (1999) for the PlayStation, for which he wrote the script. The game won a BAFTA in the Interactive: Moving Images category. Since then, he has worked on over 50 published video games, including Borderlands: The Pre-Sequel (2014), Civilization VI (2016), and Lost Words: Beyond the Page (2020). He has also published five board games. His second published game, Chancellorsville: 1863 (2020) won the Charles S. Roberts Award for the Best American Civil War Era Board wargame in 2021.
Acknowledgments. Foreword. A Note on Dates. List of Abbreviations. 1
Introduction. PART 1 Context. 2 What Is Critical Game Design? 3 What Are
Historical Simulations? 4 A Brief History of Board Wargames. 5 A Briefer
History of Pol-Mil Wargames or The Greatest Victory Is That Which Requires
No Battle. 6 An Even Briefer History of Non-Wargame Historical Board Games
or Non-Military Complex. PART 2 Design Process and Tools. 7 Overall Design
Process. 8 Devising a Thesis. 9 Common Components and Major Mechanics. 10
Major Card Functions and Metaphors. 11 Board Design. 12 Development and
Publication. PART 3 Designing Historical Board Wargames. 13 Historical
Board Wargame Design: Reference Books and Conventions Overview. 14 Design
Conventions: Units. 15 Design Conventions: Combat Resolution. 16 Design
Conventions: Movement, Morale, and More. 17 Design "Unconventions". PART 4
Designing Non-Wargame Historical Board Games. 18 Case Study #1: Operation
Barclay. 19 Case Study #2: Crisis: 1914. 20 Case Study #3: Peace 1905.
PART 5 Selected Critical Topics. 21 Two Unsolvable Problems in Historical
Board Game Design. 22 War Stories: Intersections in Storytelling and Board
Wargame Design. 23 The Postcolonial Turn. 24 Paper Beats Silicon. Index.
Introduction. PART 1 Context. 2 What Is Critical Game Design? 3 What Are
Historical Simulations? 4 A Brief History of Board Wargames. 5 A Briefer
History of Pol-Mil Wargames or The Greatest Victory Is That Which Requires
No Battle. 6 An Even Briefer History of Non-Wargame Historical Board Games
or Non-Military Complex. PART 2 Design Process and Tools. 7 Overall Design
Process. 8 Devising a Thesis. 9 Common Components and Major Mechanics. 10
Major Card Functions and Metaphors. 11 Board Design. 12 Development and
Publication. PART 3 Designing Historical Board Wargames. 13 Historical
Board Wargame Design: Reference Books and Conventions Overview. 14 Design
Conventions: Units. 15 Design Conventions: Combat Resolution. 16 Design
Conventions: Movement, Morale, and More. 17 Design "Unconventions". PART 4
Designing Non-Wargame Historical Board Games. 18 Case Study #1: Operation
Barclay. 19 Case Study #2: Crisis: 1914. 20 Case Study #3: Peace 1905.
PART 5 Selected Critical Topics. 21 Two Unsolvable Problems in Historical
Board Game Design. 22 War Stories: Intersections in Storytelling and Board
Wargame Design. 23 The Postcolonial Turn. 24 Paper Beats Silicon. Index.
Acknowledgments. Foreword. A Note on Dates. List of Abbreviations. 1
Introduction. PART 1 Context. 2 What Is Critical Game Design? 3 What Are
Historical Simulations? 4 A Brief History of Board Wargames. 5 A Briefer
History of Pol-Mil Wargames or The Greatest Victory Is That Which Requires
No Battle. 6 An Even Briefer History of Non-Wargame Historical Board Games
or Non-Military Complex. PART 2 Design Process and Tools. 7 Overall Design
Process. 8 Devising a Thesis. 9 Common Components and Major Mechanics. 10
Major Card Functions and Metaphors. 11 Board Design. 12 Development and
Publication. PART 3 Designing Historical Board Wargames. 13 Historical
Board Wargame Design: Reference Books and Conventions Overview. 14 Design
Conventions: Units. 15 Design Conventions: Combat Resolution. 16 Design
Conventions: Movement, Morale, and More. 17 Design "Unconventions". PART 4
Designing Non-Wargame Historical Board Games. 18 Case Study #1: Operation
Barclay. 19 Case Study #2: Crisis: 1914. 20 Case Study #3: Peace 1905.
PART 5 Selected Critical Topics. 21 Two Unsolvable Problems in Historical
Board Game Design. 22 War Stories: Intersections in Storytelling and Board
Wargame Design. 23 The Postcolonial Turn. 24 Paper Beats Silicon. Index.
Introduction. PART 1 Context. 2 What Is Critical Game Design? 3 What Are
Historical Simulations? 4 A Brief History of Board Wargames. 5 A Briefer
History of Pol-Mil Wargames or The Greatest Victory Is That Which Requires
No Battle. 6 An Even Briefer History of Non-Wargame Historical Board Games
or Non-Military Complex. PART 2 Design Process and Tools. 7 Overall Design
Process. 8 Devising a Thesis. 9 Common Components and Major Mechanics. 10
Major Card Functions and Metaphors. 11 Board Design. 12 Development and
Publication. PART 3 Designing Historical Board Wargames. 13 Historical
Board Wargame Design: Reference Books and Conventions Overview. 14 Design
Conventions: Units. 15 Design Conventions: Combat Resolution. 16 Design
Conventions: Movement, Morale, and More. 17 Design "Unconventions". PART 4
Designing Non-Wargame Historical Board Games. 18 Case Study #1: Operation
Barclay. 19 Case Study #2: Crisis: 1914. 20 Case Study #3: Peace 1905.
PART 5 Selected Critical Topics. 21 Two Unsolvable Problems in Historical
Board Game Design. 22 War Stories: Intersections in Storytelling and Board
Wargame Design. 23 The Postcolonial Turn. 24 Paper Beats Silicon. Index.