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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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NewsRetention: Background Story //need feedback

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The design for this story can be found here: http://www.gamedev.net/topic/647075-newsretention-feedback-on-the-concept/



From the discovery of the Higgs Boson, scientists had set out to work on a device that could that could convert any matter to this Elementary Particle, and from that to any matter. Over the years – through a lot of trial and error, and from the increasing pressure from the decay of natural resources, a breakthrough led to the manufacture of this device, called ‘Merlin-S’. The original intention for Merlin-S was to be an Earth Saver. Space exploration was well underway, which lead to a very effective way of mining worthless material from other planets as a fuel. This in-turn created the very well-used opportunity to manufacture food, supplies, and any other commodities that were greatly needed.


To create something, scientists originally scanned what was needed, and created a direct replica of it. This was mainly because the data needed to produce a product was too large to be stored in any standard method. The process was slow, but it worked. After a few months, DNA storage became a possibility. The array of data needed for an object, known as a ‘Byton’, was decoded from an object, and stored on a couple of DNA strands. The strands –to increase the lifespan through time, transportation, and other various elements - were stored on an octagonal chip, no bigger than the human hand. Blank disks were known as templates.


Initially, large corporations invested in this technology hoping to bring an end to the need of natural resources, and to have the capability of creating anything that they needed. This then grew to satisfy military needs, and eventually sold out to smaller Processing Companies. The companies saw the potential gain in reselling the product to any citizen who could afford it. They would have to purchase a template physically, then purchase whatever item they wanted from an online store and download it to the template. They would then have to send it to a Processing Company of their choice for safe-holdings until it could be processed and the end product delivered. Users were prohibited (and largely did not have the means to) store the data locally.

Over time, the world adopted this lifestyle into their routine. But, developers in the companies soon saw some loopholes in the system, which created a huge personal market if done right.


The age of the protagonist was born.


Protagonists were developers who found ways of re-coding templates to be able to create a completely different item. This allowed them to purchase very cheap Byton’s and change it to something much more valuable. The secret was kept between them, but like all news, eventually leaked out. When companies found out about the loops in the system, they invested heavily in external Security Systems to help protect their systems. These systems were vastly successful, and almost all of the original protagonists were removed from their position. Fortunately, they left some back doors open on the company's servers to be able to access them later.


Realising that they now had almost no stable income, and their names tarnished, they deployed a community of their own, to learn how to exploit the backdoors created in the systems. This lead to quite a bit of smaller companies going bankrupt – from lawsuits to not being able to afford security - as the protagonists moved in and destroyed files.


Larger companies sought to end their rivals by employing protagonists to do the dirty work for them. Whether it was to destroy company data, move Byton’s from one server to another, or find out about their customers banking details, protagonists were becoming a much needed part of any company.

The community of original protagonists created a group known as ‘The Hall’. To hire a protagonist, a company would send a request to The Hall with details of the job at hand. The Hall would then allocate a protagonist with the appropriate inner rating to the task.




For opinions I'd like to know if this is firstly believable?

Does the story draw you in enough to finish it and maybe find out more?


Any pointers to changes or additions will be greatly welcome.


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