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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.


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  1. @plethora - thank for the tip, this is an interesting direction that can do the job, the only minus to that is that it happens after the abuse was made. I'm trying to thing also in the direction of creating the conditions in which the wanting to abuse won't arise as much in the first place.   @Swiftcoder - I agree with you on the restriction on Journey, it was an example to show a good experience with strangers... I won't be going this direction of constraining though. WAY is less constrained, since there are more communication options in the game play, mainly through gestures. I don't really know of free communication as part of the core game play (chat/skype in games like MMO's are a supportive channel, not the main thing). Can it be that allowing free conversation as the main gameplay is a big NO-NO? otherwise, why it hasn't been done yet (as far as I know). A free conversation is one the peaks of human experience - can it be put in a game? In card games there are examples of great design for freedom without abusing ("Once upon a time" is a great example) - but in the digital realm I don't know of any. Draw Something is the closest I know - and it's communicating with drawings, not text...
  2. Thanks for the great replies!   @YrjoP - I like the idea of the performance based match making, but isn't it more effective on the long run, after the player has been playing a while? I totally agree with you that I don't want to prevent anything, more to design an environment in which people can feel comfortable and engaged enough to just play without thinking to much on how to cheat or abuse the system. As for matching asymmetrically - do you have an example or reference? I'd love to see how it manifests...    @swiftcoder - I agree with you that playing against your friends is much easier than to play the rest of the world. Still - don't you think that playing with strangers has a lot of advantages as well? I want to believe that the abuse option is a risk factor that needs to be carefully addressed and designed. Playing games like "Way" or "Journey" is a good example in that manner.   @japro - this is a great example! that's why I'm looking more into the psychological direction, rather designing some rigid constraining feature that will cost a lot and won't hold long.   In short, I believe it can be done, when less focusing on building constraints, and more focusing on allowing the right conditions...
  3. Hello everybody! I'm struggling for days now with a design issue, maybe you can help? I'm trying to build a Q&A game, in which people can type freely their answers (instead of choosing from predefined answers). The problem is that giving freedom to type can open possibilities for abusing the system (i.e for the question "what's your favorite movie?" someone can answer "I love cock"). I came up with these solutions, but they don't feel right: - use report / block button - rating features - use auto-completion to help steer the answers - use algorithm that prevents the use of "bad words" - focus on asking interesting questions, so people won't get board and consider abusing - having random players play with their Facebook profile name revealed - or just do the most engaging game, and trust people   Can you think of design elements/ features/ psychological elements that can lower / eliminate this issue of abuse without damaging the freedom of expression?   For me, It would be great if the abuse level will be like in Draw Something, but it will be a disaster if it will look like Chat Roulette"   Any thoughts or directions will help a lot. Thanks a lot!