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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Lunch break review - Mid February

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kseh

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Just one quick game review today that I should've put up last week. Since it's later than I intended, I figured I should include both the initial impression I had and my impression now.

Previous reviews can also be found on my website here.

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Corporation Inc. By: ArmorGames.com
Played 2011-02-09 on Addictinggames.com
[sup]K. Helfenstein - 2011-02-17[/sup]

This game seems to have been inspired by somewhat by Sim Tower. Build sections of office space and hire employees to run a button pushing corporation. Various types of employees (I've seen 6) have different roles in keeping the corporation running and growing. Various upgrades and building additions are needed to keep employees happy. I'm thinking that at some point the game will become mostly about ensuring that employees have appropriate access to whatever they need as the building is built higher and higher. The simple goal of seeing how high a tower can be built essentially supported by the backs of workers is sufficient to get my interest for awhile.

Maybe I should've posted this awhile ago. I was pretty excited by this game when I first tried it. I wrote the review shortly after that first trial and then later had a chance to sit down with it for a longer play session. The result was a bit of change in my point of view.


Will I play it again?
(2011-02-09)
Yes. I think this game has hooked me for awhile. I'm not sure how long I'll play until I get sick of it, especially since it looks like it's a game without an end, but I intend to find out. I think it's the way that different employee types and the building logistics seem to form little systems that has got me wanting to play this game. I suppose it t could also be something about having a bunch of virtual employees at my command as I sit at my desk on my own break from button pushing. The UI for the game does seem to be a bit unintuitive. It took quite awhile before I realised where I could find descriptions of the worker's thought bubbles. Also I've had issues upgrading things and generally with the way employee info is displayed in pop-up windows when you click on them for details. But I think I'm inclined to try and not let those things get in the way.

(2011-02-17)
Maybe once in a bit. I've gotten used to the UI issues and it's still cool to be the one that hires all the employees but there's really no logistics to manage or much of anything to do other than to spend the money that the employees make. It could be that when I expand the tower that I have the magic ratio in mind to keep everything running smoothly. But once I have a fair number (it's obviously not all) of the upgrades, it seems like I would specifically have to try to create negative situations. I suppose it's not entirely unreasonable in that I can imagine it becoming a nightmare to keep up with managing employee happiness as the employee count grows and grows. But there's a point where I found myself wondering, where's the challenge?

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