Table of Contents:
  • 4: Experiential Metaphors-Or What Breaking Up, Getting a Tattoo, and Playing God of War Have in Common4.1 Gameplay as Embodied Experience; 4.2 Experiential Metaphors-Modeling What It Feels Like; 4.2.1 Case Study: God of War II, Grappling Hook Sequence-Enacting the Art of Letting Go; 4.3 Modeling What It Feels Like versus How It Works; 4.3.1 Case Study: The Marriage; 4.4 Impact of Experiential Metaphors on Meaning Generation-Potentials and Pitfalls; 4.4.1 Case Study: Angry Birds-Mechanics of Vengeance; 4.4.2 Case Study: American McGee's Grimm: Little Red Riding Hood-Mechanics of Cleaning
  • Includes bibliographical references and index
  • 5.3.2 Approach 2: Metaphor as Message-Achieving a Communicative Goal5.3.3 Approach 3: Metaphor as Muse-What Does It Mean to "Me"?; 5.4 Designing Allegorical Games; 5.4.1 From Theme to Story; 5.4.2 Define the Communicative Goal and Playtest to Achieve It; References; 6: Designing with Purpose and Meaning-Nine Questions to Define Where You're Going and Make Sure You Get There; 6.1 Introduction; 6.2 Question 1: What's It About?; 6.2.1 Based on Another Medium; 6.2.2 Based on (Somebody's) Personal Experience; 6.2.3 For a Cause; 6.3 Question 2: What Is the Purpose/Communicative Goal of Your Game?
  • 4.4.3 Case Study: Left Behind: Eternal Forces-Mechanics of Cleaning Contextualized as Religious PurgeReferences; 5: Allegorical Games-Or the Monster Isn't a Monster Isn't a Monster; 5.1 Introduction; 5.2 Potentials of Allegorical Games; 5.2.1 Reason 1: Making Inner Processes Tangible; 5.2.2 Reason 2: Creating a "Magic Door" to a Deeper Theme; 5.2.3 Reason 3: The Theme and Nothing but the Theme; 5.2.4 Reason 4: Allegories Make You Think; 5.3 Metaphor as Mystery, Message, and Muse-Three Ways to Make You Think; 5.3.1 Approach 1: Metaphor as Mystery-Stimulating Curiosity
  • Cover; Half Title; Title Page; Copyright Page; Dedication; Table of Contents; List of Figures; Preface; Author; Introduction; 1: Diving for Deep Game Ideas; 1.1 Becoming a Mind Reader; 1.1.1 Morning Pages; 1.1.2 Artist Date; 1.1.3 Conversing with the Inner Game Designer; 1.2 Tracing the Human Experience in Art-Finding the Theme; 1.3 Become a Sucker for Other People's Experiences; References; 2: Games as an Expressive Medium; 2.1 Introduction; 2.2 What Are Games?; 2.3 How Can Games Be about Something?; 2.3.1 Representation, Abstraction, Fiction, and Rules
  • 2.3.2 Representational Hierarchy in Games: Rules before Fiction2.3.3 Games as Simulations; References; 3: Modeling the Human Experience-Or the Art of Nailing a Pudding to the Wall; 3.1 Introduction; 3.2 Making Sense of Our Experiences; 3.3 Making Sense of Abstract Experiences-The Role of Metaphors; 3.3.1 Understanding Our Inner Lives through Structural Metaphors-Symbolic Modeling in Psychotherapy; 3.4 Applying Theory to Practice: Case Study Akrasia; 3.4.1 Case Study: Akrasia; 3.4.2 Conception Phase; 3.4.3 The Iterative Process of Modeling the Addiction Gestalt; 3.4.4 Conclusion; References