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Can planners—or anyone—improve a neighborhood, city, suburb, or region? Planning does work: this book explains how. The Planning Game: Lessons from Great Cities provides a focused, thorough, and sophisticated overview of how planning works, generously illustrated with 200 colorful photographs, diagrams, and maps created expressly for the book. It presents the public realm approach to planning—an approach that emphasizes the importance of public investments in what we own: streets, squares, parks, infrastructure, and public buildings. They are the fundamental elements in any community and are the way to determine our future. The book covers planning at every level, explaining the activities that go into successfully transforming a community as exemplified by four cities and their colorful motive forces: Paris (Baron Georges-Eugene Haussmann), New York (Robert Moses), Chicago (Daniel Burnham), and Philadelphia (Edmund Bacon). The Planning Game is an invaluable resource for planners, students, community leaders, and everybody involved with making better places to live.
Trading information is an essential aspect of the negotiations that underpin planning practice across the globe. In this book, Alex Lord uses information economics to outline a way of thinking about these negotiations that places the strategies that actors in the planning game use at the heart of the debate. Dialogue between economics and planning theorists has been, until now, rare. Lord argues that information economics’ tool kit, game theory – including well-known examples such as the Prisoners’ Dilemma, the Stag Hunt game and Follow the Leader – offers an analytical framework ideally suited to unpacking planning processes. This use of game theory to understand how counterparties interact draws together two distinct bodies of literature: firstly the mainstream economics treatment of games in abstract form and, secondly, accounts of actual bargaining in planning practice from a host of international empirical studies. Providing a novel alternative to existing theories of planning, The Planning Game provides an explanation of how agencies interact in shaping the trajectory of development through the application of game theory to planning practice.
Without careful ongoing planning, the software development process can fall apart. Extreme Programming (XP) is a new programming discipline, or methodology, that is geared toward the way that the vast majority of software development projects are handled -- in small teams. In this new book, noted software engineers Kent Beck and Martin Fowler show the reader how to properly plan a software development project with XP in mind. The authors lay out a proven strategy that forces the reader to plan as their software project unfolds, and therefore avoid many of the nasty problems that can potentially spring up along the way.
Tired of video games in which the sound lags far behind the rest of the user's experience? If so, and if you're ready to do better, you need this forward-looking volume! In these pages, sound artist extraordinaire Alexander Brandon provides a broad-ranging exploration of how game audio is created today and how it should be done in the future in order to create groundbreaking audio. After providing a map of the audio development process in Chapter 1, Alexander discusses the basic preproduction, workflow, production, post-production, and technology issues audio designers must address today. Then, after a post-mortem analysis of the audio development process for a game that's currently on the market, Alexander takes a good, hard look at the heights to which video-game audio can be taken in chapters on ideal workflow, technology, and production. Throughout, the focus is on the practical advice you need to create better (and better!) sound!
The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.
Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
Games foxes play - Planning for extraordinary times extends the model into the game of business and shows how one needs to understand the game and how it is changing before identifying the correct tactics to win. The authors show how highly imaginative and participative strategic conversations can focus a business on the true meaning of winning in extraordinary times.