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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

Diversity


I think it is important to spend a few words about diversity in video games. Historically, video games and the games industry, in general, have a problem with the lack of diversity. With few exceptions, most of the protagonist characters are white males. When they are women, they are too often sexualized (Lara Croft is a great character...but we all remember her physique in the first batch of Tomb Raider games). When they are homosexual, they are stereotyped, like their sexuality has anything to do with defining what they do and how they act. When they are of different ethnicity, it seems they're there like tokens, present just to say 'hey, this game has a non-white Caucasian character!':

The Overwatch heroes: each character comes from a different part of the world and represents a different cultural background.

There are no guidelines or design practices for this. This is just a matter of sensibility and willingness to explore different cultures, characters, and scenarios in video...

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