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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
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Toc

Table of Contents (17) Chapters Close

Preface 1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 16. Other Books You May Enjoy

Adaptation of Mechanics

We are finally ready to learn about the most exciting creative challenge for game designers: creating the gameplay.

There are many formal definitions of what gameplay is and what it means, and we can say the same about mechanics. Our goal with this book is not to try to give new definitions. We want to stay practical, therefore we'll go with the most intuitive definitions and leave it to you to discover all the studies and implications of those words. For the sake of simplicity, by gameplay, we mean how all the mechanics of your game contribute to creating the final experience played by the players.

We're going to have a quick look at more specific definitions of what game mechanics are later in this chapter. Again, we're going to learn from other game designers and scholars who have already done an excellent job on this, with no pretense...

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