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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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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HybridWave

Looking for Directions

10 posts in this topic

Hello all. So lately I've been scouring the Internet, jumping between forums, blogs, and dedicated websites in pursuit of more game design knowledge. I just finished Jesse Schelle's The Art of Game Design, and I need more. Any advice on what or who I should read next? Are there some books out there that focus on more on designing specific parts rather than the whole?

I've also got a gridpaper notebook in which I've been filling level designs, mechanic tables, some rudimentary character art, and game concepts. I know I'm grasping the concepts, but I need more. Thank you for your help.
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You might also be interested in [url="http://www.designersnotebook.com/Columns/columns.htm"]"The Designer's Notebook" columns[/url], and [url="http://www.lostgarden.com/2008/07/directory-of-posts.html"]Lost Garden[/url]. You might also enjoy the article "[url="http://www.gamedev.net/page/resources/_/creative/game-design/evolutionary-design-a-practical-process-for-cr-r1661"]Evolutionary Design: A practical process for creating great game designs[/url]".

[quote name='HybridWave' timestamp='1335759261' post='4935985']
I've also got a gridpaper notebook in which I've been filling level designs, mechanic tables, some rudimentary character art, and game concepts. I know I'm grasping the concepts, but I need more.
[/quote]
Great! You would probably benefit from working on some complete (even if simple) game designs as well; you might consider creating board games, card games, or using Game Maker (or any similar software) to create simple PC games without programming. You might also consider giving your level design skills a work-out by using an editor provided with a commercial game you own to produce your own maps.

Reading about design -- especially from a variety of authoritative sources -- is great, but it's no substitute for practical experience.


Hope that's helpful! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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That's awesome. Thanks for that. But I'm also wanting to expand my skill set with actual programming. Where's a good place to start there? I bought the Programming for Dummies book, which has Liberty Basic. Is there a better starting language?
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Liberty Basic? I would go with something that's more popular. C# or Python are probably your best bet.
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[quote name='HybridWave' timestamp='1335911973' post='4936565']
That's awesome. Thanks for that. But I'm also wanting to expand my skill set with actual programming. Where's a good place to start there?
[/quote]

Now you have changed the topic. This forum is dedicated to discussions about game design, not programming. Go on the For Beginners forum and read the FAQs there, and read the other 10 posts that have asked this same question in the past few hours.
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So over the last couple weeks I began making a simple card game. I've already got the core mechanics laid out, but I keep seeing different variations and attachment rules. How simple should this be? I feel like making it bare bones basic will make it easier to take out and demo with people, but they might not be the optimal rules. Should I just iterate into these rules as I refine, or am I better off starting with the rules I know will make it more fun?
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[quote name='HybridWave' timestamp='1336765740' post='4939380']
1. I keep seeing different variations and attachment rules.
2. How simple should this be?
3. making it bare bones basic will make it easier to take out and demo with people, but they might not be the optimal rules.
4. Should I just iterate into these rules as I refine, or am I better off starting with the rules I know will make it more fun?
[/quote]

1. Where do you keep seeing these? Are your playtesters coming up with them, or do you mean you keep thinking up these things?
2. It may depend on your audience. Mass market demands simplicity. If you're targeting hardcore CCG players, then the market will bear some complexity.
3. So what you're saying is that you might want to demo the simple rules. Makes sense to me.
4. I don't understand the question. What I do is set up rule variations for beginners, intermediate, and advanced players.
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Try some play testing, and see how your players react - you'll soon get an idea if things are too complicated, or if your system is too simple and doesn't offer enough options.

As Tom says, also keep in mind the expectations of your target market.
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