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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

Game content

In the context of scope and structure, game content refers to games that are designed to be experienced (or consumed). This would include things such as game levels, items, characters, abilities, vehicles, achievements, weapons, missions, and storylines. Since the main gameplay mechanics and rules are the essential foundations upon which everything is built, you generally do not treat them as parts of the game content. Instead, you focus on anything that builds upon your foundations, adds value, and increases the lifetime of your game.

In the case of a simple racing title, the content would include all of the tracks, cars, and car parts (including cosmetic items such as paint colors and stickers you can put on your car), as well as the breadth of available game modes (such as time-trial, single-race, tournament, multiplayer head-to-head, and so on). Sounds, music...

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