Table of contents

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    Copyright

    Front matter

    Dedication

    Acknowledgments

    Introduction

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    Chapter One - What Is Casual Gaming?

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    Chapter Two - The Game Mechanic at Work

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    Chapter Three - Play Is the Thing

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    Chapter Four - Matching

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    Chapter Five - Sorting

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    Chapter Six - Seeking

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    Chapter Seven - Managing

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    Chapter Eight - Hitting

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    Chapter Nine - Chaining

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    Chapter Ten - Constructing

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    Chapter Eleven - Bouncing, Tossing, Rolling and Stacking

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    Chapter Twelve - Socializing

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    Index

About the book

Publisher's Note: Transferred to Taylor & Francis as of 2012

Description

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:

Key Features

* Analyzing and dissecting the mechanics that make a game engaging
* How to look for game design inspiration in everything from games to playful activities
* Stripping down game ideas to the core element of fun and build from there
* Combining established mechanics into entirely new games
*Endorsed by the IGDA – The International Game Developer's Association

* Analyzing and dissecting the mechanics that make a game engaging
* How to look for game design inspiration in everything from games to playful activities
* Stripping down game ideas to the core element of fun and build from there
* Combining established mechanics into entirely new games
*Endorsed by the IGDA – The International Game Developer's Association

Details

Copyright

Copyright © 2010 Elsevier Inc. All rights reserved

Authors

Gregory Trefry