• Announcements

    • khawk

      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.

Archived

This topic is now archived and is closed to further replies.

Arch@on

Game GUI and Playability

2 posts in this topic

I haven''t seen many articles of them and these things aren''t very familiar to all game developers so I thought it would be interesting to take this issue. My opinion about it is that good visual enviroment and story can''t make good game if it doesn''t have good playability and easy GUI it sucks. Here is 2 examples Crusader: No Regret and Diablo, these games were very similar, explore and kill everything, get weapons and improve (ok Crusader didn''t have stats/chr system). Crusader was stiff, no scrolling map unlike Diablo: smooth scrolling engine, easy hack&slash GUI&movement, 3 chars and dynamic maps. I''ll reply more soon if you comment my topic.. Time comes, time goes and I only am.
0

Share this post


Link to post
Share on other sites
Couldn''t agree more. The user interface is THE single most important element in game design. It does not matter how good the game is if the player can not control it. The game must do what they want when they want or it will cause user frustration.


Dan Marchant
www.obscure.co.uk
0

Share this post


Link to post
Share on other sites
It often seems to be the case that game developers get an idea that seems neat and decide to implement it, causing some really weird interface stupidities. The jumping system in Ultima 8 is a good example of this: the designers didn''t originally even consider making the player jump where he clicks. http://www.iarchitect.com/mshame.htm (interface hall of shame) and http://www.iarchitect.com/mfame.htm (hall of fame) have some good advice for interface design that also applies to game design.
0

Share this post


Link to post
Share on other sites