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- 07-2015 . Simultaneous Atomic Challenges
- 07-2015 Skill, Stress, and Absolute Difficulty
- 07-2015 Absolute Difficulty
- 07-2015 Commonly Used Challenges
- 07-2015 Physical Coordination Challenges
- 07-2015 Logic and Mathematical Challenges
- 07-2015 Races and Time Pressure
- 07-2015 Factual Knowledge Challenges
- 07-2015 Pattern Recognition Challenges
- 07-2015 Exploration Challenges
- 07-2015 Conflict
- 07-2015 Economic Challenges
- 07-2015 Conceptual Reasoning and Lateral Thinking Puzzles
- 07-2015 . Actions for Gameplay
- 07-2015 Actions That Serve Other Functions
- 07-2015 Saving the Game
- 07-2015 Reasons for Saving a Game
- 07-2015 Consequences for Immersion and Storytelling
- 07-2015 Ways of Saving a Game
- 07-2015 To Save or Not to Save
- 07-2015 Core Mechanics
- 07-2015 Turning Rules into Core Mechanics
- 07-2015 The Core Mechanics as Processes
- 07-2015 Functions of the Core Mechanics in Operation
- 07-2015 Real-Time Games Versus Turn-Based Games
- 07-2015 Core Mechanics and Level Design
- 07-2015 Mechanics
- 07-2015 Numeric and Symbolic Relationships
- 07-2015 The Internal Economy
- 07-2015 Drains
- 07-2015 Production Mechanisms
- 07-2015 Feedback Loops, Mutual Dependencies, and Deadlocks
- 07-2015 Static and Dynamic Equilibrium
- 07-2015 Core Mechanics and Gameplay
- 07-2015 Actions and the Core Mechanics
- 07-2015 Core Mechanics Design
- 07-2015 Revisit Your Earlier Design Work
- 07-2015 List Your Entities and Resources
- 07-2015 Add the Mechanics
- 07-2015 Random Numbers and the Gaussian Curve
- 07-2015 Uniform Distribution
- 07-2015 The Gaussian Curve
- 07-2015 Avoiding Dominant Strategies
- 07-2015 Dominant Strategies in Video Games
- 07-2015 Dominant Strategies in PvE Games
- 07-2015 Incorporating the Element of Chance
- 07-2015 Making PvP Games Fair
- 07-2015 Balancing Asymmetric Games
- 07-2015 Balance Issues for Persistent Worlds
- 07-2015 Making PvE Games Fair
- 07-2015 Managing Difficulty
- 07-2015 Factors Outside the Designer's Control
- 07-2015 Creating a Difficulty Progression
- 07-2015 Establishing Difficulty Modes
- 07-2015 Understanding Positive Feedback
- 07-2015 Benefits of Positive Feedback
- 07-2015 Positive Feedback in Action
- 07-2015 Other Balance Considerations
- 07-2015 Design to Make Tuning Easy
- 07-2015 General Principles of Level Design
- 07-2015 Key Design Principles
- 07-2015 Genre-Specific Level Design Principles
- 07-2015 Layouts
- 07-2015 Parallel Layouts
- 07-2015 Ring Layouts
- 07-2015 Hub-and-Spoke Layouts
- 07-2015 Combinations of Layouts
- 07-2015 Expanding on the Principles of Level Design
- 07-2015 Progression and Pacing
- 07-2015 PACING IN THE LORD OF THE RINGS
- 07-2015 The Level Design Process
- 07-2015 A Note on Duties and Terminology
- 07-2015 Design to Level Design Handoff
- 07-2015 Planning Phase
- 07-2015 Prototyping
- 07-2015 Level Refinement and Lock-Down
- 07-2015 Level Design to Art Handoff
- 07-2015 First Art and Rigging Pass
- 07-2015 Pitfalls of Level Design
- 07-2015 Avoid Conceptual Non Sequiturs
- 07-2015 Make Atypical Levels Optional
- 07-2015 Don't Show the Player Everything at Once
- 07-2015 The Genres of Games
- 07-2015 Rction Games
- 07-2015 Action Game Subgenres
- 07-2015 FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
- 07-2015 Platform Games
- 07-2015 How Is This Book Organized?
- 07-2015 Fighting Games
- 07-2015 Part Two: The Genres of Games
- 07-2015 Fast Puzzle Games
- 07-2015 Monte Carlo Simulation
- 07-2015 Music, Dance, and Rhythm Games
- 07-2015 Game Balancing
- 07-2015 Other Action Games
- 07-2015 . Game Features
- 07-2015 Challenges
- 07-2015 Why So Many Tabletop Games and Old Video Games?
- 07-2015 Player Actions
- 07-2015 Who Is This Book For?
- 07-2015 Core Mechanics Features
- 07-2015 The Elements of Game Design
- 07-2015 Victory Conditions
- 07-2015 Games and Video Games
- 07-2015 Interaction Model
- 07-2015 Toys, Puzzles, and Games
- 07-2015 Design Practice case study
- 07-2015 The Definition of a Game
- 07-2015 Strategy Games
- 07-2015 The Essential Elements of a Game
- 07-2015 Game Features
- 07-2015 Things That a Game Is Not
- 07-2015 Health, Morale, and Fighting Efficiency
- 07-2015 Symmetry and Asymmetry
- 07-2015 Upgrades and Technology Trees
- 07-2015 Competition and Cooperation
- 07-2015 ABSTRACTING THE DISTRIBUTION PROCESS
- 07-2015 Conventional Games Versus Video Games
- 07-2015 The Game World
- 07-2015 Hiding the Rules
- 07-2015 Future (Science Fiction) Settings
- 07-2015 Presenting a Game World
- 07-2015 The Presentation Layer
- 07-2015 Creating Artificial Intelligence
- 07-2015 Camera Model
- 07-2015 How Video Games Entertain
- 07-2015 Artificial Opponents
- 07-2015 Gameplay
- 07-2015 Game Tree Search
- 07-2015 Aesthetics
- 07-2015 Neural Nets
- 07-2015 Storytelling
- 07-2015 Hierarchical Finite State Machines
- 07-2015 Risks and Rewards
- 07-2015 A Final Note on Artificial Opponents
- 07-2015 Novelty
- 07-2015 Role-Playing Games
- 07-2015 Creative and Expressive Play
- 07-2015 War Games
- 07-2015 Summary
- 07-2015 Adventure Games
- 07-2015 Design Practice exercises
- 07-2015 Progression
- 07-2015 Design Practice questions
- 07-2015 Gameplay Modes
- 07-2015 Design Components and Processes
- 07-2015 Character Attributes
- 07-2015 An Approach to the Task
- 07-2015 The Player-Centric Approach
- 07-2015 Other Motivations That Influence Design
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