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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.

paulscott

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  1. If you've played any online empire building game you'll see that generally it doesn't turn into a mad max world. You'll see pacts and factions form, sometimes chivalry, and all sorts of social goodies. Mostly from just two reasons a high level of investment AND players are always online even when not logged in. If you can get these two reasons in something a bit closer to a traditional MMO it opens up a lot of lee way in the PvP environment.
  2. It is very possible, you just can't design your game for the predators and scavengers. You need to design it for the "prey", they need to see open PvPer and loot loss as a benefit to themselves. Truly controlling territory, increasing the importance of crafting, changing how politics work, and similar. Funnily enough your "prey" gladly ends up more hardcore than predators and scavengers since they're perfectly happy removing banking and safe storage mechanics, living in MMO worlds where they can be attacked while offline, and losing a pretty high level of investment in facilities/equipment rather than just gear.
  3. A good strategy game that uses the "card concept" is Armageddon empires( http://www.armageddonempires.com/games/AE/armageddon_empires.html ). Before the game you make a "deck" and balance the ingame-cost/deck-cost/strength/number/utility of units. Combat is also really simple at first glance dice for attack and defense(you actually see the dice so it doesn't seem unfair random), with some "commander abilities" you can build instead of units. Basically the game takes tons of really really simple mechanics that draws from table top games and deck building games. BUT gets complexity by adding lots of "instead-ofs" and forcing choices. ________
  4. The suggestion from Orymus, is see who is "actually there" by joining other projects. When they inevitably fail you aren't flailing in the dark to find people, and if the the project doesn't fail it's still a win since you now have something to put under "previous work". Both cases you get tons of experience.
  5. Money is the easiest way to get people to do something they don't want to. Being at the 90% point is the next surest way to get a team running. Next is continued forward progress. ___ Basically you'll need the last two, and could probably argue for 2 of the 3 pretty decently. Pick smaller projects that are quickly "playable" without support and require minimal initial manning. Once you're at that point forward progress becomes visible and every change has feedback.