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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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kuramayoko10

Suggestion for the Reputation System

4 posts in this topic

Having read this [url="http://www.gamedev.net/topic/632689-reputation-system-easily-abused/"]topic[/url] on possible abuse on the reputation system, and having this idea from other forums, I think it is nice to have this discussion again.

I think that maybe a explicit punctuation might change someone's behavior when rating up/down someone. And knowing that you get X points for doing something may trigger you to do so even when it is not your real intention.

So have you guys ever thought or implemented a system of classes of reputation?

It would be like:
- The system calculates how many points one has based on how many posts the person has + how many upvotes/downvotes he has issued/received + etc
- Then it classifies this punctuation based on a table of ranged values like:
0 ~100 : Reputation = "Apprentice"
100 ~ 200: Reputation = "Novice"
...
500 ~ 600: Reputation = "Warrior"
...
greater than 5000: Reputation = "Boss"

Maybe this kind of level up system feels more game-like and more rewarding in a long term period.
This way, I expect each one will care less about how many points he get when doing something (for example signing in), and really starts doing it because it was really needed or he thought it was right to do so. Edited by kuramayoko10
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Believe it or not, we already have a number of classes implemented but hidden.. people have been leveling up for some time now without knowing it. ;) We've kept them hidden because we wanted to let the reputation system work for a bit before we rolled this out. We also wanted to attach some special bonus stuff you get (including expanded powers to do things on the site) with achieving certain ranks.

Here's your levels:
Author: Level 1 - Tutor
Moderator: Level 2 - On Patrol
Scholar: Level 1 - Reader
Participant: Level 1 - Lounge Lizard Edited by Michael Tanczos
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Cool, that is nice to hear :)

And it is better implemented than what I thought. There are several ranks on different categories :)
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[quote name='Michael Tanczos' timestamp='1352812201' post='5000555']
We also wanted to attach some special bonus stuff you get (including expanded powers to do things on the site) with achieving certain ranks
[/quote]
Is there still a plan to add these details to the reputation article? I noticed the brief mentioned describing perks of point levels, but that info didn't actually make it into the article.
I'm only curious because I'm about to hit 1000, which seemed like a highly probably "unlocking" value. :) Too many trophy hunts on the PS3, I suppose.
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We're actually working on these plans right now. We want to do a few major things for Gamedev.net's community over the coming months and these improvements are a big part of our discussion. Some of the big ticket items are rep improvements, bringing back sweet snippets (where you can get points for posting cool game related source code.. no big article necessary, the code speaks for itself), and a dramatic improvement in our publishing platform. oh.. and search, search, search.. that will be critical. It has to be super easy to quickly locate articles both through google and our site search, filter through articles and tags, subscribe to the type of stuff you want to see..

We have an awesome opportunity (all of us) to bring together the game development community and create a great resource depot.. so much stuff is scattered across the net now on various blogs and misc. sites. We can create something really special for game developers if we build it together. What is most important is realizing that it's not going to necessarily be the experts that build this, but thousands of regular folks with a passion for this craft willing to put their work out there for the greater good.

I would love to drop banner ads and minimize that top interface if the community is willing to carry us. With this many people it's time we get to work showing how powerful and rewarding it can be to help someone. Edited by Michael Tanczos
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