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      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.

Aeroga

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  1. I believe that Zelda is centered on roaming while Kingdom Hearts has leveling features. Zelda has tons of side quests and a large world whereas Kingdom Hearts is packed together and focuses on character leveling instead.
  2. [quote name='Legendre' timestamp='1335981865' post='4936843'] [quote name='Aeroga' timestamp='1335980826' post='4936839'] Well you can at least guarantee that the first two is shooter, and first person unless if Apps on the iPhones count. As for the rest, it seems tougher to decide. I like this idea for research though, but how are you going to classify most successful? Will you go by most profits, most bought, or most games from them? [/quote] The best selling PC games: [url="http://en.wikipedia.org/wiki/List_of_best-selling_PC_video_games"]http://en.wikipedia...._PC_video_games[/url] If we're ranking using "best selling" as the criteria, then no, the first two is not "shooter" and "first person". [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote]That's really interesting. I'm glad that shooters haven't taken the twenty top spots. I was beginning to think that every new game would be a shooter because of its popularity. For Xbox and PS3 however, there are a lot more shooters. http://en.wikipedia.org/wiki/List_of_best-selling_video_games
  3. Well you can at least guarantee that the first two is shooter, and first person unless if Apps on the iPhones count. As for the rest, it seems tougher to decide. I like this idea for research though, but how are you going to classify most successful? Will you go by most profits, most bought, or most games from them?
  4. To me, it looks like sonic in the city. It looks cool, and bullet time in this game would just be regular speed for flash which would be very interesting.
  5. It seems like the hardest part in this industry is to get that lucky break. Like angry birds, if it was never popular, where would it be? Then after you hit it big, you can sell anything, be it a repackaging like MW3, COD Black Ops, etc and it will be a worldwide phenomenon. I really wish people would stop believing in commercials. I'm guilty myself though.
  6. My idea is that in most RPG's the last boss has an attack that hits everyone like an AoE attack. It could be their signature move or not, but it usually does MASSIVE damage to even our chosen heroes. An army has numbers but they would have to invade a stronghold to even get near the boss. The thing is, your character as a level one is as strong as a mook, and the boss has an AoE attack. No matter what numbers you have, the boss can wipe you all out with that one attack that he can do. Also, he usually has a magical seal or something that only our heroes can break.
  7. I was thinking that Mages would simply be overpowered. Sure, everyone loves aa flashy move, except for those warriors, but you have now neglected any balance whatsoever. Possibly by giving more importance to warriors could you hope to balance it or maybe a thief can run around the blast but as said before, balance is the exact idea of a meta game.
  8. I like an AI that's actually intelligent. Possibly have a piece of programming that makes them act upon what the player does most to counter it, like you dodge to the right always and so the enemy will hit to the right after they hit, predictiong you will be there. So an Ai that makes decisions based on previous experience might not be easy but's it would make the game flow really well.
  9. 1. You should ask yourself who exactly are you aiming for with your game. Ex. hard core gamer, families, children, etc. 2. Then, find your competitors who are also aiming for the same crowd. Check to see if the genre is the same, the style of the game, and fanbase. 3. Find out what advantages you have against your competitor in impressing the crowd. A. Ask what your crowd wants and doesn't want B. Find out what you have that will impress others or what won't impress C. Find out what your competitor that will impress others or won't impress D. Find out which of these overlaps with what your crowd wants and doesn't want 4. Time to act upon your research. Try to boost what you think will impress your people, and minimize what they don't want. Reach for perfection and have your friends play it to get an honest opinion. Then try to advertize with the internet on sites like youtube or etc.
  10. With my experience playing pokemon(yes, it's not as bad as it sounds) as a child, and later Final Fantasy, I can say luck is generally hated by the community in PvP situations and also for random encounters. For me, I say that it's more acceptable if the randomizing damage makes littles difference and is just to make it less predictable, but having luck be a large factor is a sure fire way to make a large crowd mad. Just my two cents though.