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      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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SmashGames

Would you play game like this? [RPG]

7 posts in this topic

There are lots of games like this...

 

that being said I LOVE these RPG open world/random world grindfest so I would play it. Just have a good sense of scale and progression in context with the world you are in. I.E. it's hard to kill a wolf but by level 10 you are stepping on them

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It's definitely interesting. I've never had iOS or Android so I can't tell whether this has been done before or not, but it sure is interesting. 

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You should focus a little on the Lore in general. I see there will be no story or whatsoever but the theme is essential for more engaging play.

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I'd not worry about a game without story / lore.

Players can make sense of the environment. just by seeing the graphics and designs would build a story setting in mind, its an automated process, a natural habit.

I wouldn't speak for all. And always an option for you, is to release a game without story first, then if it really sells, release an expansion that implements quests.

Although, a single player world like that makes you lonely, when you dont even have NPC to interact with.

 

The concern remaining is the fact that there are too many out there. Examples include The Blockheads (iOS) and Terraria.

All you need is just ONE selling point that makes yours different from the rest, and its an experience the majority could not find elsewhere, then you'd hit the jackpot,

 

What other similar games on mobile have not succeeded to do, is refined control. The android ver of minecraft failed completely. Blockheads tried to improve that, but i haven't tested it nor heard feedbacks. So my personal opinion is if you can design the game control / GUI that is comfortable and efficient on android, you'd win my heart.

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