better_game_characters_by_design.pdf

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If the characters in a game have depth, complexity, consistency, mystery, humanity,
and charm, then they are going to feel real to the player, and that helps the whole
game world feel real, and allows the player to suspend his or her disbelief and get
lost in the world. Everything the player does will be more exciting if they’re doing it
for someone, or with someone, or in opposition to someone who feels real. Simply
put, good character design helps the player to have what we all know can be an
amazing, unforgettable experience. This book is not just about making great charac-
ters, but also about making great games .
—from the foreword by Tim Schafer, Double Fine Productions
Katherine Isbister skillfully draws upon various psychological constructs elevating
game development to a more comprehensive level. Taking a Psych 100 class? This
book transforms the sometimes stuffy theories of Freud, Skinner, Rogers, and
Maslow into fresh and entertaining relevancy as the author weaves these ideas into
game content. The next time you play a favorite video game, read this book—that
game will take on a whole new light and who knows? You may be able to ace that
psychology final .
—Pauline Pedersen, Course Director, Full Sail Real World Education
The notion of using psychological principles in games continues to be of great inter-
est to the games industry, but few researchers have been able to discuss in depth how
psychological research can actually be applied to game design. Katherine Isbister’s
book not only makes complex psychological concepts accessible to the games commu-
nity, but also demonstrates its application in current games through the use of con-
crete examples (on retail products), and possible design tips and recommendations .
—Randy Pagulayan, PhD, User Research Lead, Microsoft Game Studios
Katherine Isbister has crafted a text that covers a far greater scope of psychological
concerns than I would’ve previously thought possible, and each area of psychology
she covers has the potential to bring games to a higher level. For any individual
studying, teaching, or working in Game Design this is a must-have text .
—Robin Koman, Associate Course Director, Full Sail Real World Education
A valuable tool for applying effective principles of psychology to create readable, enter-
taining, and high-impact game characters—a must-have for today’s game developer .
—Andrew Stern, co-creator of the interactive drama Façade and
the virtual pets Dogz and Catz
Well researched and perceptive, this book offers new insights on creating more emo-
tionally engaging game characters. If you have ever been curious about the psychol-
ogy behind better character design, this book is a must read !
—Nicole Lazzaro, President, XEODesign, Inc.
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Better Game Characters by Design
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The Morgan Kaufmann Series in Interactive 3D Technology
Series Editor: David H. Eberly, Geometric Tools, Inc.
The game industry is a powerful and driving force in the evolution of computer technology. As the
capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the
demand for quality information about the algorithms, tools, and descriptions needed to take advan-
tage of this new technology. To satisfy this demand and establish a new level of professional refer-
ence for the game developer, we created the Morgan Kaufmann Series in Interactive 3D Technology .
Books in the series are written for developers by leading industry professionals and academic
researchers, and cover the state of the art in real-time 3D. The series emphasizes practical, working
solutions and solid software-engineering principles. The goal is for the developer to be able to imple-
ment real systems from the fundamental ideas, whether it be for games or for other applications.
Better Game Characters by Design: A Psychological Approach
Katherine Isbister
Artificial Intelligence for Games
Ian Millington
Visualizing Quaternions
Andrew J. Hanson
3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic
David H. Eberly
Real-Time Collision Detection
Christer Ericson
Physically Based Rendering: From Theory to Implementation
Matt Pharr and Greg Humphreys
Essential Mathematics for Games and Interactive Applications: A Programmer’s Guide
James M. Van Verth and Lars M. Bishop
Game Physics
David H. Eberly
Collision Detection in Interactive 3D Environments
Gino van den Bergen
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics
David H. Eberly
FORTHCOMING
Real-Time Cameras
Mark Haigh-Hutchinson
X3D: Extensible 3D Graphics for Web Authors
Leonard Daly and Donald Brutzman
Game Physics Engine Development
Ian Millington
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