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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

Developing an idea into an experience


The main reason for creating a new game mechanic can be described as the need to give the player a novel experience. We learned how the game vision gives us designers a clear direction to follow in order to develop our games. By visualizing the experience we want our players to have, we are taking the first step into the conceptualization of a new game mechanic.

Let's see a practical example.

Modern First Person Shooter (FPS) games are very different from what we used to play in the 80s and the 90s. When we immersed ourselves in a frenetic shooting game all we needed were some interesting enemies, a few different weapons, and just a bunch of basic controls, such as move and shoot.

In a quest for better immersion, game designers started to ask questions like: "How can we make an FPS more realistic?", "How can we make shooting more tactical?", and "How can we give players the impression that they are in the middle of a real shooting scenario?"

A real gunfight...

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