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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

Approaching mechanic design

When designing game mechanics, there are two approaches:

  • Adapting existing game mechanics
  • Inventing new game mechanics

As we have said, the first approach is the most common, and for valid reasons! Hundreds of mechanics have been designed and used already, and there is no point in trying to come up with new ones for the sake of innovation.

Most of the time, your job would be about selecting the right mechanics from the ones you know and adapting them to the context of the game you are working on.

This doesn’t mean that you won’t be facing the challenge of designing new game mechanics from time to time. Also, sometimes, what makes a mechanic new or adapted is not clear.

Let’s take PUBG: Battlegrounds (PUBG), for example. This is the first Battle Royale game that featured a shrinking map as a circle closing toward the center of the map (to be precise, the first one was DayZ: Battle Royale, a mod by the same...

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