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

Game loops

In his book Advanced Game Design: A Systems Approach, Michael Sellers – a game designer and professor – identified four principal loops that define a video game experience:

  • The game’s model loop
  • The player’s mental loop
  • The interactive loop
  • The designer’s loop

Why do we call these loops? The idea is that a game is not a linear experience, but a looping structure where an action by the player generates an effect (and gives feedback); this effect allows the player to take another action and so on and so forth, in a loop.

Every feature finds its place within a loop, which is effectively a sequence that determines the flow of player experiences while engaging in the game’s systems.

When designing a feature, it is crucial to understand its place, how often the player is expected to interact with it, and in which way this interaction produces results that feed the next system and keep the loop moving.

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