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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

Why do some games fail to monetize?

We spend a lot of time highlighting best practices, but it’s equally valuable to learn from failure and inspect some of the most common issues that can cause a game to underperform.

Poor goal setting

Players need to have a clear goal that they’re working toward (for example, I want to build a team of all-star footballers; I want to rescue Optimus Prime; I want to build a city as good as this). If a player cannot understand what they wish to achieve, they will not understand why they should keep playing, what content they wish to acquire, and why they should care about any of the rewards and offers on hand.

Aspirations and long-term goals often shift over time. What starts as the main goal on day 1 is likely to evolve by day 7 and is almost guaranteed to change by day 30. For example, in many competitive multiplayer games, early on, players are driven by the desire to explore, make progress, unlock new content/playstyles, and...

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