Download e-book for kindle: Casual Game Design: Designing Play for the Gamer in All of by Gregory Trefry

By Gregory Trefry

ISBN-10: 0123749530

ISBN-13: 9780123749536

This in-depth source teaches you to craft mechanics that generate demanding, stress-free, and well-balanced gameplay. You’ll become aware of at what phases to prototype, attempt, and enforce mechanics in video games and tips on how to visualize and simulate video game mechanics so that it will layout larger video games. alongside the best way, you’ll perform what you’ve discovered with hands-on classes. A unfastened downloadable simulation software built by means of Joris Dormans can be to be had so as to stick to in addition to routines within the e-book in an easy-to-use graphical setting.

In video game Mechanics: complex online game layout, you’ll learn the way to:

* layout and stability online game mechanics to create emergent gameplay earlier than you write a unmarried line of code.
* Visualize the interior economic climate for you to instantly see what is going on in a posh game.
* Use novel prototyping options that allow you to simulate video games and acquire tremendous amounts of gameplay facts at the first day of development.
* follow layout styles for online game mechanics—from a library during this book—to increase your video game designs.
* discover the fragile stability among online game mechanics and point layout to create compelling, long-lasting video game experiences.
* substitute fastened, scripted occasions on your video game with dynamic development structures to provide your gamers a brand new event each time they play.

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Extra resources for Casual Game Design: Designing Play for the Gamer in All of Us

Sample text

The Egyptian game Senet is even older. C. But we can confidently say games are far older than that. As long as leisure time has existed, we’ve had play and games to help fill those spare minutes. And as long as there have been games, there have been game designers, picking out stones, crafting boards and prescribing rules to govern play. And while the tools of implementation may have changed—we now push pixels instead of round stones—the basic idea is still the same: Craft a set of rules that governs play.

Finally, you wind up with something like the system behind Bejeweled. This doesn’t all happen at once, and it certainly doesn’t happen in a vacuum. The development of the game design is a living process that responds and changes as the game is built and the mechanics are tested. The game designer works in partnership with other team members to build the essential elements of the game. The game designer makes an initial guess at what will make a good game and then the team finds a way to prototype that idea and tests it through play.

They change rules that dictate courting the ball, committing fouls and even points per basket. Friends gathering to play board games like Trivial Pursuit or Monopoly add house rule variations to deal with perceived weaknesses with the game. For example, a common Monopoly house rule says landing on Free Parking pays out to the player all cash accumulated from Chance and Community Chest cards. Playing a game forces us into an intimate relationship with the rules and naturally leads us to adjust them to improve the experience of playing (or sometimes, more devilishly, to strengthen our own hand).

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Casual Game Design: Designing Play for the Gamer in All of Us by Gregory Trefry

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