• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About probabilityZero

  • Rank
  1. I remember playing Bioshock for the first time. I was scared silly because I was low on health and ammo and I saw a Big Daddy lumbering by in front of me. Now, I rarely use quicksaves in games (I can't remember if Bioshock even had them... I assume it did), but in Bioshock there's practically no penalty for death, so there is no _real_ risk in a confrontation, but I was still scared. I guess that goes along with the OP's idea of the "illusion" of risk. I was plenty scared even though there was no penalty for death. If there _were_ a penalty, like having to start the level over, then I'd probably just get pissed at the game.
  2. The most important "do" I can think of is to have other people edit your work. I've been playing and writing a bit of interactive fiction lately, and even in those games spelling and grammar errors slip through occasionally and can ruin the player's immersion. It seems like an obvious thing to suggest, but you'd be surprised how many errors are never caught in released interactive fiction (including some of mine), not to mention the horrible grammar in many RPG Maker games and such. Trust me; no matter how good you think you are, you'll never catch all the errors yourself. You'll just read over your own writing and skip right past the typo, saying it correctly in your head without realizing it's written wrong. Get someone (or more than one someone) to proofread your game's script, or anything you write, really, before you publish it.