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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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wodinoneeye

An interesting article Ludonarrative Dissonance

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I like that article, as it articulates something that always bothers me whenever I see it, yet it continues to exist.

 

RPGs with sidequests... you hit a point in the main plot where time of of the essence.  You need to get from point A to point B battling hordes of baddies en route and stop the villain from detonating his doomsday weapon as fast as you possibly can!  Oh... but feel free to help the local farmer with his rat problem, deliver a package to the miller, and help Timmy find his lost teddy bear on your way.  I mean, I'm sure the bad guy will wait for you (and he always does, conveniently enough).

Edited by Plethora
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Yeah, that's often something that breaks immersion.  From FF7 to Skyrim, you can be walking around with piles of heal/cure disease/revives, yet you can't use them on or give them to Aeris/NPCs clearly suffering from an illness unless someone programmed that specific NPC to ask you for one.  Or, NPCs ask you questions you know the answer to or have a theory about, but you can't answer them because there's no functionality for them to actually participate in a conversation.  Or, an NPC who is clearly unethical gives you some heinous orders, but you can't attack him because he's flagged as a "good guy" or he's immortal/respawns because he's a quest giver.  Or, many games allow you to get rich but then you can't use that money to experience any wish-fulfillment elements of being rich within the game.

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