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Gamification with Unity 5.x

You're reading from   Gamification with Unity 5.x Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

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Product type Paperback
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Length 328 pages
Edition 1st Edition
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Author (1):
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Lauren S. Ferro Lauren S. Ferro
Author Profile Icon Lauren S. Ferro
Lauren S. Ferro
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Table of Contents (11) Chapters Close

Preface 1. The Anatomy of Games 2. Who or What Am I? Understanding the Player FREE CHAPTER 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

After the game


Asking playtesters directly about their experience with your game or application will give you a lot more detailed information about why certain elements were good, and others will not give you so much. For example, one tester may like the Leaderboards because it gave them a sense of achievement, and the other may like them because they enjoyed being better than everyone else. These two varying opinions are useful; if your intention was to encourage competition, then at least you know that to some extent, it's working.

Asking them to explain the game to you

 

"If you can't explain it simply, you don't understand it well enough."

 
 -- Albert Einstein

The same can be said about your game. If players can't describe what your game is about, or what it is supposed to achieve in its simplest form, then it's not clear enough. This could be because the rules are ill-defined or that the objectives are not clear enough. Perhaps your intention was to create a role-playing application to...

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