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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.

Maclav

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  1.   And there is the, whole, damn, problem.
  2. [quote name='lithos' timestamp='1355846481' post='5012093'] You need someone who is an antagonist have greater risk than someone who isn't. In a normal MMO an "antagonist" has virtually full choice of who they're fighting with mechanics like stealth, not being bound to static spawns, and whatever other mechanics. Then to make things worst the antagonist knows what they're going to be fighting the PvEr taking armor/mods that put them at an advantage against X, forced to take gear designed for a long haul(full supply/kit for 30-40 mins vs. PvPer kit for 2-3 mins). Next the antagonist has a concentration advantage since the target is going to be doing something else. to seal the deal and make everything worse you have no way to get revenge since everything is going to end up in 100% safe storage. [/quote] And to top it off, most current offerings have almost zero mechanisms to escape or defend your self. You are left with a feeling of complete helpless victimization. No one wants to feel that, so they quit. So the wolf has all the advantages, few or trivial risks and wonder why the sheep are so few? This is the current open world paradigm and its so broken beyond hope. I guess all those "carebear" sheep can go find a different game - but isn't the idea to find some sort of system that can fit both needs? For that, the "carebear" segment MUST feel like they have options when confronted with a wolf, despite all of the numerous advantages a wolf brings. A skill full "carebear" should be -really hard- to prey upon. It's not just about making it hard to be a wolf, that still doesn't fix the feeling of being a helpless victim. It's about empowering the sheep, giving them options. Stuff they can do that will have meaningful impact on surviving the encounter. Loosing my lunch money feels a lot better when it was du mistakes instead of someone taking advantage of a huge amount of mechanics essentialist rending whatever I do moot.
  3. 1) Have the card shrink, have the rule text disappear, or otherwise make it small but recognizable. Then provide a way to zoom in. 2) So don't have that mechanic in your game, or otherwise balance it with decreased hand size, increased draw cost or other limitations.
  4. This, so much this. [quote name='paulscott' timestamp='1353847126' post='5003929'] It is very possible, you just can't design your game for the predators and scavengers. You need to design it for the "prey" [/quote] Another thing that I find missing is that it should be much easier to run away from an encounter than it is to kill someone. If you are out in the world, you should have a reasonable expectation of making it back. This means that even if you are only moderately skilled and are jumped by PvPGodIncarnate, that you have a good chance to get away intact with nothing but a bruised ego. The "sheep" must feel like they have tools to deal with and escape non-consensual PvP situations reliably. The Wolves should be the ones working their ass off for the kill.