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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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Thirty Flights Of Loving and other things awesome

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I just completed it. Well, a few hours ago.


I had no idea what it was (and for the benefit of the experience I suggest anyone who's up for a dip into the unknown - don't read up on it, but just buy it and play it), but as a film buff the format completely blew me away. And yes, I am aware of, but no, I haven't played Gravity Bone.






I loved Dear Esther and I'm a huge fan of all the innovation that's been showing up in games lately in terms of how a story can be told. I hardly care about whether a game fits the criteria of a "game" (a point so many critics have been overly hung up on) as to me the experience is what I'm paying for. Not the challenge or a chance to press buttons or the opportunity to kill someone, but the time and the enrichment of the mind in terms of satisfaction, relaxation and simple entertainment.


As such I, genuinely not having read anything about Thirty, was initially somewhat perplexed when the story just ended (much sooner I might have expected, to be honest). The fact that the game offers a save/load feature made me try out the ending a number of times, but it always ends the same. No problem. Even the 15 minutes I spent playing it felt like they were worth the couple of bucks I paid for it. If for nothing else, then for the sheer fact that the innovation in terms of format was downright inspiring to me.


And then the unexpected happened. I started reading up on what other people made of the game, the story and the format.


And I kept reading. For 3 hours.


I spent 3 hours reading up on something that I played for a quarter of an hour. That's a ratio of 12:1. I felt compelled to try the story again and, being a huge Wong Kar Wai fan, hunt for as many references as I could as I'd picked up on a few of them on my first run. And it was exhilarating.


The Ocean 11ish soundtrack mixed with 60s art noveau style jump cuts to delineate the story and create a very strange atmosphere that hasn't let me go for hours now is not only awesome - it's accomplished so much more than any AAA game I've played in years. Or pretty much any game, for that matter. Well - barring Dear Esther, which literally stuck with me for days.


I can totally understand how one can completely hate Thirty and I guess that's no more unusual than liking or disliking liquorice, but no matter how I look a at it, at least for me, Thirty has provided more bang for buck, thought for food and source of exhilaration than any recent multi-million dollar title with zero aftertaste. True, I haven't really played anything for a few months now, but I honestly consider it one of the most worthwhile purchases in a very very long time. For quick comparison, (quite frankly, surprisingly to myself) I have 121 games on my Steam list.


How about you - did you play the game? How did you react to it?


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