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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

Invention of Mechanics

Now that we know how to adapt game mechanics and which processes are available to do so, it's time to focus on one of the most challenging and exciting tasks for a game designer: coming up with brand new game mechanics! The difference between adapting and creating new mechanics is thin, though. We will see in this chapter how new game mechanics can be created not only as actions available to the players but also as different dynamics that are generated in-game by existing core mechanics.

We will discuss some of the theories behind game design and the creation of mechanics that are fun to play, and we'll dive into how a new mechanic needs to be taught to the player and how the core loop of a game is formed. Finally, we're going to have a close look at the design of a combat system and why combat and conflict are an important part of many video...

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