Making Games. Game Play and Game Data
Designers and the Development Process
The Designer's Role in Game Development
Game Play and Game Mechanics. Game Play and the "Fun Factor"
Assigning Percentages to Game Play
Play Elements for Game Genres
Math and Logic in Games. Probability and Statistics
Percentages in Video Games
Defining Play through Algorithms
Logic and Scripting Languages
Inside Game Mechanics. On Movement. Scale
Graphical Interface Requirements
Regulating Movement in Wargames
Game Statistics for Movement
Strategic Movement Map (World Map)
On Combat. Rock-Paper-Scissors
Turn-Based vs. Real-Time Combat
Combat Attributes (Statistics)
Combat in Role-Playing Games
Combat in Turn-Based Wargames
Sequence of Play in Wargames
Combat in Real-Time Strategy Games
On Characters and Monsters. Creating Player Characters
Experience Points and Leveling Up
Creating Monsters, Villains, and Allies
On Items. Item Categories
Item types: ranged weapons
Item types: exotic Weapons
Item Types: Potions and Scrolls
Item Types: Auxiliary Equipment
On Magicks and Technologies. Magic in Games
On Puzzles in Games. Elements of Puzzles
Randomization in Puzzle Games
Designing Puzzles that Appear in Games
Implementing the Design. Storytelling in Games. Stories in Games
Problems with Game Stories
Structuring Stories in Games
Linking Plot to Game Play
Designing Playfields. Maps
Scripting Languages and Playfield Design
Point-of-View in Playfield Design
Problems in Playfield Design
Interface Design. Graphical User Interface
A Conversation with Chris Taylor. Chris's Background in Games