Randy J. Pagulayan, Kevin Keeker, Dennis Wixon, Ramon L. Romero, and Thomas Fuller
Microsoft Game Studios
Introduction
Why Games Are Important
Defining Games
Games Versus Productivity Applications
Process Versus Results
Defining Goals Versus Importing Goals
Few Alternatives Versus Many Alternatives
Being Consistent Versus Generating Variety
Imposing Constraints Versus Removing or Structuring Constraints
Function Versus Mood
View of Outcome Versus View of World
Organization As Buyer Versus Individual As Buyer
Form Follows Function Versus Function Follows Form
Standard Input Devices Versus Novel Input Devices
Summary
Types of Games
PC Versus Console
NPD Genre Classification and Examples
Principles and Challenges Of Game Design
Identifying the Right Kind of Challenges
Addressing Different Skill Levels
Players Must Be Rewarded Appropriately
Collecting and Completing
Beyond Interactivity
Should There Be a Story?
Technological Innovation Drives Design
Perceptual-Motor Skill Requirements
Important Factors in Game Evaluation
Overall Quality (Also Known As “Fun ”)
Ease of Use
Challenge
Pace
Summary
User Research in Games
Introduction to Methods at Microsoft Game Studios-Principles in Practice
Facilities
Usability Techniques
Survey Techniques
Qualitative Group Methods
A Combined Approach
Conclusion
Acknowledgments
References
Figures Not Available