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E-grāmata: 20 Essential Games to Study

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  • Formāts: 114 pages
  • Izdošanas datums: 26-Oct-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9780429802072
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  • Formāts: 114 pages
  • Izdošanas datums: 26-Oct-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9780429802072
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The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.

Key Features

An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
Preface vii
Author ix
1 Star Control 2 (1992; PC, 3DO): Choose Your Own Space Adventure
1(4)
2 Super Metroid (1994; Super Nintendo): The Blueprint of Metroidvania Design
5(4)
3 X-COM UFO Defense (1994; PC and Playstation 1): Multi-System Gameplay
9(6)
4 The Logical Journey of the Zoombinis (1996; PC); A Rewarding Experience
15(6)
5 Goldeneye 64 (1997; Nintendo 64): Bringing the FPS to the Consoles
21(4)
6 Metal Gear Solid (1998; Playstation 1): Tactical Espionage Gameplay
25(4)
7 Diablo II (2000; PC): The Art of Loot
29(6)
8 Half-Life 2 (2004; PC and Multiple Platforms): Sectional Design
35(4)
9 Katamari Damacy (2004; Playstation 2): Simplistic Beauty
39(4)
10 Devil May Cry 3 (2005; Playstation 2): Bringing Style to the Action Genre
43(6)
11 Shadow of the Colossus (2005; Playstation 2): Boss-Focused Design
49(4)
12 Team Fortress 2 (2007; PC and Multiple Platforms): The Birth of Games as a Service
53(4)
13 The World Ends with You (2007; Nintendo DS): Thinking Way Outside the Box
57(6)
14 Left 4 Dead (2008; PC, Xbox 360, and Mac): (Co-op) Friends to the Very End
63(4)
15 Spelunky (2008; PC. and Multiple Platforms): Procedural Platforming
67(4)
16 Demon's Souls (2009; Playstation 3): The Action Rogue-Like
71(6)
17 Plants vs. Zombies (2009; PC and Multiple Platforms): The Ultimate Hardcore Casual Game
77(4)
18 The Binding of Isaac (2011; PC and other Platforms): Perfected Persistence
81(6)
19 Infinifactory (2015; PC): Emergent Puzzle Design
87(6)
20 Doom (2016; PC and Consoles): Fighting in Flow
93(6)
Glossary 99(2)
Index 101
I have spent my adult life examining the art and craft of game design; to demystify a field that even professionals within it still have trouble fully grasping. Through my site Game-Wisdom, I have literally interviewed developers from all around the world. From those just starting out, to established veterans like Jon Shafer, Chris Park, Zach Barth, and more. I have lost count of the number of developers Ive spoken to who appreciate being able to talk to someone who speaks and understands the language of game design.