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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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EpicRaids

Question: Directing the view of the player: narrow vs broad

2 posts in this topic

I have no idea if this topic should go here (or, indeed, if it should go anywhere on this forum). However, here goes:

When we play a game, we are typically focusing on some parts of the game more then others. For example, in an FPS, you are paying a far greater degree of attention to the center of the screen, since most of the important action is happening there. At the same time, though, you (or most good players do) are also glancing things on there peripheries, whether searching for other players, or checking their ammo, health, minimap, ect. Compare that to a platformer (espeically the incredibly difficult ones of this day like Super Meat Boy or VVVVVV), in which you are almost only focusing on your character and the area directly around him.

What games do you think reward "tunnel vision" vs those that reward broad viewpoints? Which do you prefer as game devs?

I am aware that this is a rather odd and obscure question, but I'm hoping you guys could help out.

Thanks!

P.S: Anyone know somewhere where I could go for further reading on this topic? Maybe even somewhere on this website?
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I think I understand.

In my opinion, almost all games (except possible puzzle games) should have a broad veiwpoint. I should have access to as much information as possible without having to press too many buttons. As long as the UI isn't so bright that it detracts from the rest of the game I think this will work for most games.

If you look at a platformer like Super Meat Boy. I think if the screen was smaller (you could only see what was directly surrounding Meat Boy) it would be a terrible game, It would be impossible to plan where you're going next and time it right. Seeing almost all of a level at once is perfect for a game like that because there isn't that much your character can do at each location. So even if the viewpoint is fairly broad. You still have access to all the information you need (and more) to play the game to its fullest. Did that make sense? sorry.

Really though I can't see why this is a useful topic to consider. If it were me I'd probably experiment with both options (and other options in between the two) on a case by case basis then make a decision rather than deciding which viewpoint is best before I start.
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