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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

Character Statistics


How can we represent the attributes that make a character different from the others? How can we represent, in game, character's traits we have defined with a written description?

One classic answer is: "With statistics!" (shortened to just Stats). Stats are a numeric representation of aspects of a fictional character (or unit, or building, or even an entire galaxy). The concept of Stat was introduced in pen and paper RPGs, and indeed is extremely popular in RPG video games, but its versatility and universally understandable concept made stats incredibly useful in many other genres.

Stats can be used to represent the physical or mental attributes of a character, such as Health Points (HP), Strength, Resistance, Speed, and Intelligence:

Diablo is famous for the huge amount of stats and part of the experience is to optimize and max them out

Stats don't have to be numbers though. In The Sims 4, for example, you can define character attributes by choosing aspirations, which will...

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