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

Common game structures


Games are a medium for interaction and storytelling. While both of these elements often go hand in hand, there are times in which the story crafted by the developer and the player's personal story (as told by their actions and experiences) differ widely. Our medium is great at creating interactive systems and letting players loose within them, yet the stories we tell in our games often fall back onto the tropes, conventions, and static structures found in books or movies.

While it's possible to implement heavily interactive storylines with dozens of branching paths, and even systems that create and assemble the story procedurally, the same development effort is much better placed with core gameplay mechanics. After all, everyone will interact with gameplay systems, but only a small minority will explore all story branches. This is why in most cases, our games can provide a lot more freedom in their gameplay than in their storytelling.

Let's look at the possible structures...