How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia
Chapter One: Operational Logics and Playable Models
Chapter Two: Alternative Approaches
Chapter Three: Expansive Approaches
Chapter Four: Six Questions About Logics and Models
Chapter Five: Inventive Approaches
Chapter Six: Understanding Games Through Logics and Models
Chapter Seven: Inventing Graphical Logics
Chapter Eight: Refinement
Chapter Nine: Doubling
Chapter Ten: Logic Structures
Conclusion: What Games Are About
Noah Wardrip-Fruin is Professor of Computational Media at the University of California, Santa Cruz, where he codirects the Expressive Intelligent Studio. He is the author of Expressive Processing- Digital Fictions, Computer Games, and Software Studies (MIT Press).
"This is the heart of this book - a new abstraction, a new tool for
discussing something that we've always felt was there, but didn't
have a good way to identify. This tool lets us broaden our
conversations as we discuss game design: we can talk about
mechanics and systems not just in terms of what they do, but also
what they will mean to the player.”
- Robert Zubek, author of Elements of Game Design,
Gamasutra
“Wardrip-Fruin's use of logics and models works impressively well
at offering readings of what his chosen games are about in ways
that a focus on story, mechanics, or rules alone cannot.”
- Rainforest Scully-Blaker, Critical Studies in Media
Communication
“The creative form of the video game has entered a phase of
development that is both fraught and promising, attracting notably
intelligent designers and scholars. How Pac-Man Eats should figure
prominently in the way these makers take on a catastrophic
world.”
- Stuart Moulthrop, Electronic Book Review
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