Book Image

Practical Game Design - Second Edition

By : Adam Kramarzewski, Ennio De Nucci
Book Image

Practical Game Design - Second Edition

By: Adam Kramarzewski, Ennio De Nucci

Overview of this book

If you’re in search of a cutting-edge actionable guide to game design, your quest ends here! Immerse yourself in the fundamentals of game design with expert guidance from veterans with decades of game design experience across a variety of genres and platforms. The second edition of this book remains dedicated to its original goal of helping you master the fundamentals of game design in a practical manner with the addition of some of the latest trends in game design and a whole lot of fresh, real-world examples from games of the current generation. This update brings a new chapter on games as a service, explaining the evolving role of the game designer and diving deeper into the design of games that are meant to be played forever. From conceptualizing a game idea, you’ll gradually move on to devising a design plan and adapting solutions from existing games, exploring the craft of producing original game mechanics, and eliminating anticipated design risks through testing. You’ll then be introduced to level design, interactive storytelling, user experience and accessibility. By the end of this game design book, you’ll have learned how to wrap up a game ahead of its release date, work through the challenges of designing free-to-play games and games as a service, and significantly improve their quality through iteration, playtesting, and polishing.
Table of Contents (19 chapters)
12
Chapter 12: Building a Great User Interface and User Experience

Knowing your competition

Understanding similar games to the one you will be developing is crucial to the project’s success. It is very likely that the developers of those other games have already faced and solved (or maybe not!) many of the problems you will encounter at some point during development.

Communities of players already playing those games might be discussing them in depth. This is an invaluable resource for you, as you will be able to fix known problems or add features to your game, based on what real players are willing and hoping to play.

Tip

Other ways of gaining insight into the competition include game postmortems (first-hand reports on what went right and wrong on a particular game project), user research, analytics, and industry press. Some great starting points for you to find this kind of material are the Game Developers Conference archive at https://www.gdcvault.com/ and the following website: https://www.gamedeveloper.com/.

Your competition also defines the state of your game’s genre, giving you a clear direction regarding your design. Once you have analyzed your competition, you can ask yourself questions such as the following:

  • Is my game too similar to what’s already out there?
  • How is it different?
  • Does it offer a better and more novel experience to its target audience?
  • If I was a fan of my competitor’s game, would I be interested in trying out this new game?

Answering these questions with honesty will help you establish and test your USPs.

We have already explored defining and communicating game ideas to others through the game concept document; now, let’s pose a more fundamental question. How do we generate the game idea in the first place? How do we get to the point of having something to write down in the concept document?