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The Kobold Guide to Board Game Design / by Mike Selinker with James Ernest, Richard Garfield, Steve Jackson, and a dozen more of the world's best designers.

Contributor(s): Material type: TextTextPublication details: Kirkland, WA : Open Design LLC, [2011]Description: vi, 138 pages ; 23 cmISBN:
  • 9781936781041
  • 1936781042
Other title:
  • Guide to board game design [Portion of title]
  • Board game design [Portion of title]
Subject(s): DDC classification:
  • 794.8 SEL
Contents:
Part 1: Concepting. The game is not the rules / James Ernest ; Play more games / Richard Garfield ; Pacing gameplay: three-act structure just like God and Aristotle intended / Jeff Tidball ; Metaphor vs. mechanics / Matt Forbeck ; Whose game is it anyway? / Mike Selinker -- Part 2: Design. How I design a game / Andrew Looney ; Design intuitively / Rob Daviau ; Come on in and stay a while: designing gateway games to create new gamers / Lisa Steenson ; The most beautiful game mechanics / Mike Selinker ; Strategy is luck / James Ernest ; Let\'s make it interesting: designing gambling games / James Ernest -- Part 3: Development. Developing dominion: what game development is all about / Dale Yu ; Thinking exponentially: the tricky task of imbalancing collectible games / Paul Peterson ; Stealing the fun / Dave Howell ; Writing precise rules / Mike Selinker ; It\'s not done till they say it\'s done: the who, what, where, when, and why of playtesting / Teeuwynn Woodruff -- Part 4: Presentation. Amazing errors in prototyping / Steve Jackson ; Everything you always wanted to know about prototypes (but were afraid to ask) / Dale Yu ; Life\'s a pitch: how to license your game / Richard C. Levy ; Getting your game published: the process from proposal to print / Michelle Nephew.
Summary: Pull up a chair and see how the world\'s top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you\'re a designer, add published to that list. The Kobold Guide to Board Game Design gives you an insider\'s view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world\'s most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you\'ll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business--amazon.com.
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 794.8 SEL (Browse shelf(Opens below)) Available 39002100624692

Enhanced descriptions from Syndetics:

Winner of the 2012 Origins Award

Pull up a chair and see how the world's top game designers roll.

You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list.

The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation.

In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Part 1: Concepting. The game is not the rules / James Ernest ; Play more games / Richard Garfield ; Pacing gameplay: three-act structure just like God and Aristotle intended / Jeff Tidball ; Metaphor vs. mechanics / Matt Forbeck ; Whose game is it anyway? / Mike Selinker -- Part 2: Design. How I design a game / Andrew Looney ; Design intuitively / Rob Daviau ; Come on in and stay a while: designing gateway games to create new gamers / Lisa Steenson ; The most beautiful game mechanics / Mike Selinker ; Strategy is luck / James Ernest ; Let\'s make it interesting: designing gambling games / James Ernest -- Part 3: Development. Developing dominion: what game development is all about / Dale Yu ; Thinking exponentially: the tricky task of imbalancing collectible games / Paul Peterson ; Stealing the fun / Dave Howell ; Writing precise rules / Mike Selinker ; It\'s not done till they say it\'s done: the who, what, where, when, and why of playtesting / Teeuwynn Woodruff -- Part 4: Presentation. Amazing errors in prototyping / Steve Jackson ; Everything you always wanted to know about prototypes (but were afraid to ask) / Dale Yu ; Life\'s a pitch: how to license your game / Richard C. Levy ; Getting your game published: the process from proposal to print / Michelle Nephew.

Pull up a chair and see how the world\'s top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you\'re a designer, add published to that list. The Kobold Guide to Board Game Design gives you an insider\'s view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world\'s most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you\'ll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business--amazon.com.

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