Game Design
Introduction My earliest recollection of playing a computer game was when I stumbled upon a half-heightSpace Invadersat a tiny M ...
equipped foe. And inCivilization,the gameplay is exploring the world, building a soci- ety from the ground up, discovering new t ...
gameplay. Indeed, many game designers perform a wide variety of tasks on a project, but their central concern should always be t ...
have found interviews with other computer game designers to be exceedingly helpful in learning how to perfect my craft. There is ...
Many places in this book make reference to you leading the design on the project on which you are working. Of course, not every ...
Chapter 1 What Players Want “But when I come to think more on it, the biggest reason it has become that popular is Mr. Tajiri, t ...
standpoint and declare, “I don’t understand it, but if they want it, I’m going to give it to them.” In order to make a great gam ...
work, use their improved spatial skills to better arrange their furniture, or perhaps even learn greater empathy through role-pl ...
games do still provide chat functionality, and players, when they are in a safe corner, after they have died, or between games, ...
As multi-player games have become more and more common, many game develop- ers have been quick to point out their advantages in ...
Players Want an Emotional Experience.................. As with other forms of entertainment, players may be seeking some form of ...
Players Want to Fantasize ......................... A major component of the popularity of storytelling art forms is the element ...
the world through someone else’s eyes. As millions of gamers can attest, it is fun to role-play and it is fun to fantasize. Play ...
the maneuver failed. Furthermore, if only expert players can understand why their action failed, many novices will become frustr ...
foe that could only be defeated if players were friendly to it, winning it over with their witty conversation. Players would hav ...
course, without an idea of what their goal is, players are left to wander aimlessly, per- haps enjoying the scenery and marvelin ...
clearly as the main goal. Players are rewarded for achieving these sub-goals just as they are for the main goal, but with a prop ...
their trance-like immersion. If a character that is supposed to be walking on the ground starts walking into the air for no reco ...
Players Expect Some Setbacks...................... Players tend not to enjoy games that can be played all the way through the fi ...
Players Expect to Not Need to Repeat Themselves........... Once players have accomplished a goal in a game, they do not want to ...
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