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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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Gregory Aaron Martin

Positive Sci-fi Game II

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This is in response to the post from May 2012.

 

Not everyone believes in science as a means to survive. It could have a positive effect from the perspective of those who have renounced their faith in a god or only rely on a scientific discovery to save them or their world or whatever. But advancements made by science for technological or medicinal uses usually backfires. Those who depend on those things to get through the day are let down by it one way or another. Despite the let down, they still choose to use it because they may find themselves afraid to try and live without it.

I find that advancements in science tend to lead the masses to believe that human life can be sustained for longer periods of time, etc. That we can live life on the edge with less worry about weather or not we'll still be able to fully function should something go wrong. Are scientific advancements, especially when you consider the means of testing them, ever really a positive thing? Just because we can find ways to live a little longer or discover new planets, etc, does it mean we will so easily forget all the other things it can do like wipe nations off the face of the earth? What science has done to most countries in the world is make them lazy and reckless. 

 

Flip the coin and you could have religious folk working to "peacefully" put an end to certain scientific advancements. These people would be firm in a belief that perhaps a prophecy claiming good years ahead would come for all mankind. However, religious leaders lose faith in the prophecy when certain discoveries and advancements threaten to set the world or nation on an inevitable path of destruction. Another less talked about part of the prophecy could have hidden warnings of a threat against the entire world. Who would have thought that the threat would come from a species from another planet? 

 

If the story is told from the religious point of view, when all hell breaks loose, it's the armies of robots and advanced soldiers fighting for humanity. Depending on how complex character relationships might be, a single friendship between a religious guy and an advanced solider could make or break the fate of the world. 

Playing as a religious zealot turned solider would be a great way to see how he becomes dependent on technology, etc at certain points in the story to help him and a few others achieve their goal of containing the alien threat. So a player would view science as mentioned in the first couple of paragraphs, with a negative view of it. 

 

The entire story would revolve around this one guy's strong embrace of the modern advancements. It will also turn out that, after much of the modern society has been wiped out, this guy is chosen by everyone he influences to become the leader of the new era, the era spoken of in the prophecy. Afterwards, the era in which he leads is fueled by some small technological advances to maintain lands for farming, etc. Scientific advancements were never the great threat the religious folk thought it was, and once the guy proves that to them, a more moderate generation is formed under him.

Edited by Gregory Aaron Martin
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