Designing Games: A Guide to Engineering Experiences by Tynan Sylvester

By Tynan Sylvester

Tynan Sylvester, "Designing video games: A consultant to Engineering Experiences" English | ISBN: 1449337937 | 2013 | writer: O’Reilly Media | PDF | 416 pages | four + four MB

Ready to offer your layout talents a true improve? This eye-opening ebook is helping you discover the layout constitution at the back of so much of today’s hit games. You’ll research ideas and practices for crafting video games that generate emotionally charged experiences—a blend of chic video game mechanics, compelling fiction, and speed that totally immerses players.

In transparent and approachable prose, layout seasoned Tynan Sylvester additionally appears on the daily technique essential to continue your undertaking on target, together with tips on how to paintings with a crew, and the way to prevent inventive useless ends. full of examples, this booklet will swap your notion of video game design.
Create online game mechanics to set off more than a few feelings and supply numerous play
Explore numerous suggestions for combining narrative with interactivity
Build interactions that permit multiplayer avid gamers get into each one other’s heads
Motivate avid gamers via rewards that align with the remainder of the game
Establish a metaphor vocabulary to aid gamers examine which layout points are video game mechanics
Plan, try, and research your layout via generation instead of identifying every thing up front
Learn how your game’s industry positioning will impact your layout

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Additional info for Designing Games: A Guide to Engineering Experiences

Sample text

But like all such debates, the conflict exists only on the surface. The pinnacle of game design craft is combining perfect mechanics and compelling fiction into one seamless system of meaning. Fiction and mechanics need not fight (though they easily can), and neither one need be given primacy (though one often is). Used together, they can enhance and extend each other in ways that each cannot do alone. Consummately great game design cannot be done by dropping a great fiction on top of excellent mechanics.

But Heroes III is very good at pulling you into flow. I moved my hero, fought some gryphons and troglodytes, captured a city and grabbed some treasure. Seemingly a few minutes later, I looked over at the clock. It was 6:37. It was a long sprint to the drill hall. Flow makes time seem to disappear. Hours can seem like minutes when a player is utterly engrossed in an activity. It is the perfect form of escapism because it strips everything else out of the mind. In flow, we don’t worry about bills, relationships, money, or whether we’re going to get screamed at by a drill instructor.

In the worst cases, it is used so gratuitously that it crowds out the subtler but more profound sources of emotion. Spectacle works when it reinforces what’s already there. When the player has fought through a thicket of fast-moving threats and reached his goal with knuckles white on the controller, it’s probably appropriate that something blow up nice and good. That spectacle works because it accentuates the player’s preexisting sense of relief and accomplishment at winning the battle. The same explosion dispensed again and again outside the context of any challenge leaves players numb.

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