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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

Pacing


Pacing is all about setting the tempo of your game and keeping the players engaged; it's the heartbeat of your game. Our ultimate goal is to utterly captivate our audience, to suspend their disbelief, and keep them in the state of flow.

The psychological concept of flow or the zone has been recognized and named by Mihaly Csikszentmihalyi in 1975, and refers to the mental state of being fully immersed in the task at hand, even to the point of losing the sense of time and space:

The basic flow graph represents the relationship between difficulty and skill. As players grow more experienced and competent, they require more challenging tasks.

However, there's more to pacing than matching a player's skill and task difficulty! As you may remember, back in the midst of the chapter on level design, we mentioned that the pace of the game is often dictated by the intensity of the levels you create. The aforementioned intensity stems not only from task difficulty but also from mental and sensory...

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