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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.

Wickedrob

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  1.   and You expect me to believe these zombie were strong enough to bust through coffins and six feet of hardened soil... okay   A bat dropping a longsword? is that a reference to a game? I know in Dark Souls 2 you can get a zweihander from killing...a spider... lol
  2. Lol @ the chest maker thing   Imagine Zelda's OOC dramatic chest opening with Link just picking the rupees up off the ground and an underwhelming 'Item Get' sound effect. Chests are here to stay. Heck FF13 even had futuristic orb-like chests... yep thats a thing
  3.  The first one. If I went adventuring IRL, I would love to find treasure chest just laying around but that'll never happen. You do make a point by mentioning the time period with the lack of banks and safes though. 
  4. Tons of games have treasure chests in them, okay fine. But who put them there? God? (pssst the developer)  It kinda kills my immersion when I question why is a chest in the middle of the woods with valuable items in it. Some games approach this situation by having you find a note saying something like "In this chest is my life savings." but that doesn't mean every treasure is someone's hidden savings. I like how in Dark souls most of the items found are on corpses, its sensible and it can make you to wonder how this person died and who they were. Sometimes instead of chests, items can be indicated by a glowing/sparkling light. I like this idea as well because the glowing/sparkling light can represent the significance of the item to the player's character. Spontaneous chests in video games arent hurting anybody, theyre kinda cheesy and I enjoy seeing them.    I just wanted to hear you guy's perspective on this topic in general. Thanks.
  5. Rather its first person shooters or zombie games, All types of games are populated with empty or abandoned environments. Is it because it's easier to do? Could be it laziness or lack of creativity?  What is your opinion on the matter?
  6. I dont play horrors games often but when i do it seems like im doing the same thing: "Oh the door is locked, better find the key" Throw in some monster encounters "Oh no the blah blah is locked, better backtrack" More monsters. Is this the pinnacle of horror games? Some can argue and say "Well in all games you do this" but if that was the case the horror genre wouldn't stick out like a sore thumb. Have you noticed it too? Why do you think it's like this? 
  7. Psychology, right? Lately ive been addicted to little called Monster Manor on the 3ds. Its very simple but theres enough depth to keep me playing.(Oh btw in order to play i need to earn Play Coins which requires to me to wank my 3ds up and down hours on end -__-) I always find my myself questioning "Why is this fun?" I have tons of other, "better" games to play but i keep coming back to this one. Is it because of its cute and colorful charm? Is it because of the real-time rpg battles? the rewarding upgrading system?? WHY!? then again whats the reason people get addicted to angry birds? LOL  So basically im just wondering whats the bare minimum a game needs to successfully trap people? Do we even know ourselves why we fall victim to such pleasures?
  8. Do you think it'd be possible for a tradtional rpg (Final fantasy, Persona, Dragon quest) version of Skyrim to do well? For one thing, You'd have to get used to the fact that every 5 steps and BAM! you're in a random battle....again.Id imagine battles wouldnt be as intense and even as much fun.For me, Its more fun being in the action then flipping through menus and waiting turns to attack.But I also know some people who like the idea of tactical RPG's and traditional RPG's better because its NOT as intense and they have time to think. So what do guys think below?
  9. I loved the Materia system!
  10. Not looking for advice. I'm just asking the question above.
  11. It can be anywhere from weapon leveling up in battle with you to gathering materials to upgrade weapons or ...something more unique! What is your dream weapon upgrading system or your favorite weapon upgrading system in an already existing game?
  12. I've been thinking about an rpg upgrade system that has you upgrade the weapon 10 or so levels. Each weapon would have their unique individual traits, but the max stats are the same (for example 100 atk). In a way I wanted to encourage people to want to find different weapons, and find their preferred ability/attribute etc, instead of just going for the strongest attack. I was wondering what the pros and cons of this idea are.
  13. Too many games, Not enough life
  14. That's a really good point. But in a shooter is there anything else the hero could do besides mass bullet carnage? I guess stealth games are a little different: In Metal Gear you could be completely stealthy and just focus on the boss fights and in Dues Ex you could avoid most confrontations with the right dialouge.
  15. An Anti Hero is a good medium to bring to the table.With all the varying heroes and villians, Anti heroes walk the line in the middle, doing what they want.They may not want the big frosting cake at the end but they sure as hell will enjoy the party.