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

Gameplay balancing


The concept of gameplay balancing goes far beyond the qualities of individual objects and characters, and into the nature of play itself. Take a look at the classic example of a flawed game design, tic-tac-toe. Why is it flawed? The starting player can never lose. All they need to do is put their mark in the middle. This is a failure of both the design of the rules and the game's balance itself. The game has a single, dominant strategy, and once you figure it out or run into it, you're incentivized to replicate it. The presence of a dominant strategy drastically reduces a player's options. Once introduced into the play pattern, the game loses most of its appeal. Therefore, a wide possibility space is a defining feature of a well-balanced game.

"Given the opportunity, players will optimize the fun out of a game."

–Soren Johnson, lead designer of Civilization IV, 2011.

Players are naturally inclined to fall into the safety of senseless repetition, a single move or combo in...