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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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The Real Monster is Inside The Mind! Scaring People Sensless

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Paul C Skertich

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Alone in the dark original game was scary because you didn't know what to expect. It built high tension when some flocking bird would come out - not knowing what bird was this was scary. All the player knew was it either fight or run.

Monsters are make believe - but what if the game took real life fears and made it even worse. I mean psychologically mess them up and make them poop themselves. Do you know how many times I jumped while playing Amnesia? I watch horror movies and I laugh. I am use to people yelling and throwing stuff across the room and still be calm and collected. This one client went hay wire, realy big dude - angry as all heck. Took a steel chair and throw it at the staff working at the home I resided in long ago. The male staff shield himself good thing but got banged up hard. I wanted to ensure the female staff were safe, so I escorted them out to outside while they call 911.

Being around that enviroment makes someone kind of immuned to it. However, back to what I was saying. Imagine playing a video game that would just provoke strong emotions out of the player and I don't mean SUPER MAN either. I mean tremble in the knees, anger or sadness that we face everyday. This is why sometimes games are unrealistic. Sure, it's made to make the player God like. Okay, so, saw the character is walking down a dark hallway. No weapons at all - just walking - a dark hooded figure jumps out demanding money from him. In real life the aggressor would provoke some emotion inside the victim. What I'm saying is this - if the voice actor sounds like he's acting then the player of the game will just laugh it off. Put some real emotions behind the voice and it's a whole entire ball game.

This is the direction I'm heading because I feel that real emotions will provoke alot more reactions in the player.

Why was Duke Nukem Forever so silly because all Duke cared about was getting some Junk. lol! "No body takes our babes". Okay, Duke yeah - they just did, so go ahead and cry.

Real emotions = Max Payne 3 because everyone can associate with feeling down and feeling bad about themselves. Great story line.
Horrible Emotions = Larry Suite Larry Box Office Cut - just makes you wanna bust in tears from laughter. Some parts of the game - I wasn't sure where in the world was happening...One minute this woods guy is trying to make a teen soup then when the girls are safe int he cabin they do a dance. The only way to keep the bad guy away is to set Larry's hair on fire? Oh, snap that's how he got bald! Okay! I get it now! That's his father darn, okay anyways.

You see how real emotions being provoked during a game makes either fun or not fun? Amnesia made it scary fun but also scary not fun at the same time. No weapons just only forces the player to hide - great strategy because it provokes fear. ROAR! Oh, what's that? I can't see him? ROAR!" He's getting closer, there's a closet - I'm safe now!. See? It's pretty ingenious if you tell me!

What are some of your ideas on provoking a player's emotions?

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