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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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Zed2100

7 Mistakes that'll Make You a Better Game Designer - My Experience

2 posts in this topic

Hello friends,

I have gathered some advices I wish someone told me a long time ago.

I wrote an article about 7 mistakes that helped me become a better game designer and programmer. I wish to share them with you, tell me what you think, here's a link to the article : http://www.gameplaypassion.com/blog/7-mistakes-that-will-make-you-a-better-game-designer/

Here is a brief summary of the 7 mistakes I talk about in my article :

  • Excessively and Negatively Criticizing Other (published) Games
     
  • Designing a Huge Game That Has Everything in It
     
  • Focusing on the Plot From the Beginning
     
  • Overestimating Your (or your team’s) Technical Skills
     
  • Crossing Genres for Your First Game Ever
     
  • Comparing Yourself With the Big Guys In the Market
     
  • Recruiting People That Have No Interest In Making Games
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I found that to be an interesting read, but I far from agree with everything.

 

For start, I don't see how criticizing other people's games has much to do with how you're designing a game. Everything you say there is true - some people do like excessive focus on the bad elements of a game - but whether you criticize some game excessively or not, isn't really going to affect how you make your game.

 

The other thing is focusing on plot - ok, fair enough, some plots require big budgets and a lot of people to produce. (btw The Sims has plot... even if its not the most obvious thing ever, there's actually a lot of it). But you make it sound like any new game designer should not put in any plot at all, and instead just focus on the gameplay. Why? What's wrong with sprinkling a little plot here and there? Leaving a random element in your game that hints at something? There are indie games that focus on plots and are also successful.

 

Crossing Genres first time - this I disagree the most with. Gernes are little boxes that people build around games to unify them. There's nothing inherently different between designing a game that crosses over more than one of these boxes. Making a game that's fun to play should be the major goal. Fitting in a specific genre should not be a goal - it's just a type of property that is applied to a finished game. Sure some people go into designing a game by saying "I want it to be a cross between Genre X and Genre Y". Maybe that's not the best approach - but it gives you no more of an advantage or disadvantage than if you say "I want to design a game of Genre X only". 

The gameplay still has to be fun, interesting, and all the elements of a game still have to work together. 

Further still, if a game design evolves naturally - like deciding at some point into your game design that you should add an inventory to your FPS - there shouldn't be some rule that slaps your hand like you've done something wrong by accidentally putting in an RPG element into a FPS game.

 

Anyway, that's my two cents on the subject.

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