Book Image

Practical Game Design

By : Adam Kramarzewski, Ennio De Nucci
Book Image

Practical Game Design

By: Adam Kramarzewski, Ennio De Nucci

Overview of this book

If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting.
Table of Contents (22 chapters)
Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
Index

The bad guys


We have discussed already that every good story puts the characters in front of some sort of conflict. And nothing is better than the personification of the conflict itself: the bad guys! Villains, monsters, and enemies.

Despite the fact that all these guys intend to kill the player, they serve the higher purpose of letting the player having fun (while he avoids being killed).

But the question is, how are the bad guys designed?

The answer, as often happens in game design, is not a simple one and depends on the type of game we’re talking about. Simple enemies, in the same way as the other characters, exist to exert a function. Villains and Bosses do that too, but they also need to be memorable and as interesting as the main characters. Games with deeper narratives rely on well-constructed villains to oppose the protagonist, while more arcade and less narrative heavy games need enemies that offer a challenging focus on the gameplay.

Types of Villains

There are two kinds of villain...