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Practical Game Design

You're reading from  Practical Game Design

Product type Book
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Pages 476 pages
Edition 1st Edition
Languages
Concepts
Authors (2):
Adam Kramarzewski Adam Kramarzewski
Profile icon Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Profile icon Ennio De Nucci
View More author details
Toc

Table of Contents (22) Chapters close

Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
1. Introducing the Game Production Process 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 1. Other Books You May Enjoy Index

The bad guys


We have discussed already that every good story puts the characters in front of some sort of conflict. And nothing is better than the personification of the conflict itself: the bad guys! Villains, monsters, and enemies.

Despite the fact that all these guys intend to kill the player, they serve the higher purpose of letting the player having fun (while he avoids being killed).

But the question is, how are the bad guys designed?

The answer, as often happens in game design, is not a simple one and depends on the type of game we’re talking about. Simple enemies, in the same way as the other characters, exist to exert a function. Villains and Bosses do that too, but they also need to be memorable and as interesting as the main characters. Games with deeper narratives rely on well-constructed villains to oppose the protagonist, while more arcade and less narrative heavy games need enemies that offer a challenging focus on the gameplay.

Types of Villains

There are two kinds of villain...

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