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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.

the_ironking

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  1. You could look at the Family / Clan model.   You create your first two characters as a part of two separate Families or Clans, when you get to marriageable age you create your third character (son / daughter / lizard baby etc) and keep on adding party members to the clan / family. It would follow the empire building model Luckless described, but maintain the RPG character building to a greater degree.   This could work great with any tribal / clan based society (think Vikings) where your 2nd generation characters inherit certain traits from their progenitors.   To keep the game fresh you could also build in something that I would love to see in a game - real wounds, compounding wounds, real death. Every time your character "dies" you select a wound, these start as minor (scars, lost finger, lost toe) with minor buff or debuff and grow in potency as you "die" more often until the only wounds left to choose from are crippling and eventually mortal. For eg. you might get a scar, then a bad scar then eventually frightening scars. Frightening scars would give you a buff in intimidation and possible constitution, but a debuff in charisma and make people either afraid or hateful of you.   Further "random" game events can keep the game play going in perpetuity. You would have to define a large number of these and pre-script them, but to occur at random locations and random times to keep it from feeling like you're just grinding or repeating the same old over and over.   Incidentally, I find that ending a good rpg game is much like finishing a good book. You just wish it would have gone on longer.
  2. ROFL   Pretty funny in a Dr Seuss kind of way