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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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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

Level design and storytelling


As you may remember from the previous chapters, games are a medium for interaction and storytelling. When creating new playable content, you have a variety of tools and opportunities to tell your stories. As we have seen, these stories can emerge from both the overarching narrative and the gameplay experience.

Sometimes both stories will be tightly connected. In the detective game L.A Noire, most gameplay actions (such as gathering evidence, interviewing witnesses and so on) are not only motivated and supported by the narrative but also crucial for its development:

In other cases, gameplay and narrative can be independent entities. In Puzzle Quest: Challenge of the Warlords, the orb-matching puzzle gameplay could easily be swapped entirely without affecting the narrative; and on the flip side, the narrative itself does little to influence gameplay:

Puzzle Quest: Challenge of the Warlords offers a strange (and yet fitting) marriage of match-3 puzzle gameplay with...

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