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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.
- Geräte: PC
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- Größe: 66.88MB
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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.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 346
- Erscheinungstermin: 14. August 2024
- Englisch
- ISBN-13: 9781040100332
- Artikelnr.: 72282308
- Verlag: Taylor & Francis
- Seitenzahl: 346
- Erscheinungstermin: 14. August 2024
- Englisch
- ISBN-13: 9781040100332
- Artikelnr.: 72282308
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.