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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

What is a game mechanic?


I know, this is a book about practical game design, but when it comes to game mechanics and the core elements of gameplay, we have to go through some theory.

Formally defining anything is a difficult task; I always prefer to quote definitions from different authors. All of them are equally correct and the different points of view complement each other. It is not our goal with this book to give a comprehensive definition, what's important is that a clear idea can stick in your designer mind by reading them!

Mechanics are the various actions, behaviors, and control mechanisms afforded to the player within a game context.

–'MDA: Mechanics, Dynamics, Aesthetics Framework' by Hunicke, M. LeBlanc, R. Zubek

Game mechanics are rule based systems/simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.

–'A Theory of Fun' by Raph Koster

They are the interactions and relationships that...

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