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Practical Game Design

You're reading from   Practical Game Design A modern and comprehensive guide to video game design

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781803245157
Length 446 pages
Edition 2nd Edition
Concepts
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Authors (2):
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Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
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Toc

Table of Contents (19) Chapters Close

Preface 1. Chapter 1: Introducing the Game Production Process 2. Chapter 2: Preparing a Game Concept FREE CHAPTER 3. Chapter 3: Scoping a Game Project 4. Chapter 4: Creating Design Documentation 5. Chapter 5: Understanding Game Mechanics 6. Chapter 6: Designing Systems and Features 7. Chapter 7: Making Prototypes 8. Chapter 8: Designing Compelling Stories for Games 9. Chapter 9: The Fundamentals of Level Design 10. Chapter 10: Creating Characters 11. Chapter 11: Balancing Your Content and Systems 12. Chapter 12: Building a Great User Interface and User Experience 13. Chapter 13: Making Your Games Accessible 14. Chapter 14: Mastering Games as a Service 15. Chapter 15: Understanding Monetization Techniques 16. Chapter 16: The Final 10% 17. Index 18. Other Books You May Enjoy

Teaching game features

One of the eternal dilemmas of every game designer is: How do I teach players how to play the game?

In the early days of video games, there was a physical instruction manual that players had to read in order to understand how to play a game. Most players, of course, never bothered reading it and just jumped into the gameplay, figuring things out by themselves. That has been the standard for years.

With the video game audience growing larger and the medium spreading through more affordable and mainstream technology, the average video gamer is today pretty much anyone. It is therefore impossible to take for granted that they’d be able to learn a game just by immersing themself in it.

On the other hand, video games themselves have become quite complex systems. Learning a game such as Doom back in 1993 was a straightforward task: use the arrow keys to move, Ctrl to fire, and the spacebar to use objects. With those controls in mind, all you have to...

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