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Introduction
1. Creative Thought in PSU’s General Education Program
2. Cultivating Creativity
3. Costikyan’s Definition
4. How to Improve a Game
5. Quality of Decision-Making
6. Formal Elements of Games
7. Weaknesses of Definitions
8. Critical Analysis of Games
9. Games as Systems
10. Mechanics, Dynamics, and Aesthetics
11. What Makes a Game “Fun”?
12. Kinds of Fun
13. Kinds of Players
14. What is Game Design?
15. The Design Process: Game Ideas
16. Formal Abstract Design Tools
17. The Design Process: Prototyping
18. The Design Process: Playtesting
19. The Design Process: More About Playtesting
20. A Note About Intellectual Property
21. Digging Deep Inside the Game of Go Fish
Jacob Costello
22. A Game to the Core: A “Go Fish” Analysis
Lydia Finch
23. Getting A Better Understanding of War
24. What is War Good For? Still Nothing, Apparently
25. Important Foundations
The following chapters were written by Plymouth State University students in CMDI-1105.
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Creating Games Copyright © 2020 by Cathie LeBlanc is licensed under a Creative Commons Attribution 4.0 International License, except where otherwise noted.