CHAPTER 1: WHY DO WE PLAY GAMES? Sub -topics: - What players look for in a game: Novelty, creativity, and a sense of achievement- Appeal of different game genres such as action RPGs, puzzles, casual and simulation games- Role of game art and game aesthetics in increasing player motivation- What are game mechanics? - Impact of game mechanics on the player experience
CHAPTER 2: CREATING FUN GAMEPLAY Sub - topics: - Difference between linear and non-linear games - Controlling flow of non-linear, player-choice based games - Controlling difficulty of gameplay through game balancing and teaching player through in-game tutorials- Storytelling and the game narrative - Creating quests and missions for establishing the end-goal of the game
CHAPTER 3: FREEDOM TO EXPLORE NEW WORLDSSub - topics: - Implementing player progression by developing player's skills and abilities and levelling up the player through achievements- Movement mechanics: controlling the player through user input- Mechanics for in-game travel with the help of maps and guides, transport vehicles, instant teleportation methods, and shortcuts in the game levels- Game world and environment mechanics, including concepts such as creating infinite open worlds through procedural generation and realistic weather systems
CHAPTER 4: DEFEAT, COLLECT, REPEATSub - topics: - Enemy and NPC generation using artificial intelligence and creating combat mechanics- Establishing victory and defeat conditions- Managing the player inventory, controlling the internal game economy, and resource management in games- Implementing a reward system such as collection or trading of in-game currency, spawing natural resources in the game- Unlocking new game levels and areas and greater player customization as the character levels up
CHAPTER 5: CHOOSE YOUR MECHANICSSub - topics: - Tips for choosing game mechanics- Designing game mechanics for different kinds of players such as achievers, skillers, and completionists- Analysis of game mechanics in existing games of different genres: o Sims (simulation) o Fallout (role playing) o Age of empires (base building) o Life is strange (player-choice based) o No man's sky (procedurally generated survival)- Prototyping, trial and error
"synopsis" may belong to another edition of this title.
Seller: PBShop.store US, Wood Dale, IL, U.S.A.
PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Seller Inventory # L0-9781484288740
Quantity: Over 20 available
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
PAP. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Seller Inventory # L0-9781484288740
Quantity: Over 20 available
Seller: Ria Christie Collections, Uxbridge, United Kingdom
Condition: New. In. Seller Inventory # ria9781484288740_new
Quantity: Over 20 available
Seller: Chiron Media, Wallingford, United Kingdom
PF. Condition: New. Seller Inventory # 6666-IUK-9781484288740
Quantity: 10 available
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 156. Seller Inventory # C9781484288740
Quantity: Over 20 available