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

Teaching game mechanics


One of the eternal dilemmas of every game designer is: How do I teach players how to play the game?

In the early days of video games, there was a physical instruction manual that players had to read in order to understand how to play a game. Most of them, of course, never bothered and just jumped into the gameplay figuring out that by themselves. That has been the standard for years.

With the video game audience growing larger and the medium spreading through more affordable and mainstream technology, the average video gamer is today pretty much anyone. It is therefore impossible to take for granted that he'd be able to learn a game just by immersing himself in it. On the other hand, video games themselves have become quite complex systems. Learning a game such as Doom back in 1993 was a straightforward task: arrows keys to move, Ctrl to fire, Spacebar to use objects. With those controls in mind, all you have to do in the game is to shoot at the monsters and open some...