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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.

Ketchaval

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  1. I think that it would be better to poke gentle fun at RPG cliches by implementing them in terms of (fairy-tale cliches), you must get the magic sword from the bottom of the well! (fetch quest), rather than explicitly poking fun at the RPG-genre because this would draw too much attention to the fact that the game was guilty of RPG cliches and standard RPG problems. If you see what I mean? anyway, games themselves aren't that funny, but fairy-tales could be?
  2. I'm surprised that there have been so few games that have taken the mickey out of RPGs / Fairy-Tales, I reckon that it would be possible to do this like Shrek, and mix up all the different expected elements, so you could have Rapunzel's hair as an item to get out of a locked tower, you would rescue princesses to (hopefully) get their hand in marriage, but find out that you were being double-crossed by the King's advisor etc.
  3. What if the screen went into black & white / sepia when a character is traumatised by seeing something terrible (ie. their friend-characters dying), the screen could also go a bit blurry to represent disorientation like the shell-shock in MOH: Rising Sun. I'm thinking this could be a neat way to represent trauma / shock / depression.
  4. How about making an RPG where the aim of the game is to be(come) the evil overlord / destroyer / conqueror. How would you make an RPG where the aim was to maintain power and be evil?
  5. Okay, imagine that you could make a game that saved everything that the player / NPCs did, and could be 'reset' to the start state. In other words it was a persistent world. What would you do with it how would you use it? (I think this could be done with a cartridge based system and a huge battery-backed up ram). What sort of gameplay would you implement?
  6. I've been thinking about lighthearted RPGs and think that it would be cool to have love / crushes / infatuation as a 'status' ailment. Ie. Blushing, your character blushes whenever they come near their crushee. s Mumbling where the font size changes and becomes really small and unreadable. Any ideas for love-status ailments?
  7. It seems to me that there are three distinct approaches to video games. 1. The filmic approach, make every thing as detailed as possible and try to convince the player of the reality of the situation by making it look and sound "real". Half-Life 2, etc. 2. The cartoon, less detailed doesn't try to fill in all the blanks allows the player to interpret expressions and imagine. SNES era RPGs. 3. Abstract. Doesn't try to convince that it is real (minesweeper, tetris, etc)
  8. How about more variety in level objectives? as well as levels. Ie. Chuckie Egg, collect all the eggs to win levels etc.
  9. Quote:Original post by MarcusLM I agree. I have always thought it would be cool if someone took older side-scrollers and updated them (using 3d graphics, effects, lighting, sound) but kept the great simplistic gameplay. Marcus Yes, I dream that Nintendo (or someone will make a brilliant platformer with Graphics that rival Paper Mario:TYD, (which I've only seen screenshots of admittedly). It would be soo cool to see this done properly. Maybe even using the Zelda:WW engine and turning it on its side so that they could get closer to / show more of the level.
  10. Quote:Original post by Sneftel Deer Humper Metal Gear Solid: Deer Humper ?
  11. Quote:Original post by Oluseyi Just remember, Donkey Kong was a distraction, a toy, not a "game" as we think of them today. Don't try to work too many hours of gameplay into it. Yes, it was a few minutes of quick fun. Sounds perfect for a flash mini-game.
  12. In the interests of humour and random idea creation, what would be the nastiest / sickest game you could think of making? (Preferably avoiding anything really nasty like pedophile simulations). Resident Evel: Tony MartEn edition, you are home alone while crooks break into your house, use any means necessary to fend them off. Shoplifteri Damacy: The king of the Cosmos has asked you! to steal as much stuff from a store, avoid security guards and cameras to make your ball of goods. You are rated on how much net value you collect.
  13. What I would like to see is more games that combine the extra depth (or exploration that 3d games provides with the easy accessibility of 2d games (like Donkey Kong - controls were left, right, climb, descend and jump) This is a response to seeing the difficulty that some of my friends have when I give them a '3d platform' game to play, and they can't master the joystick directions (too fine and fiddly to get right)or the double-jump. ** Double-jumping could be made easier by designing the levels to be less pixel-perfect.
  14. Quote:Original post by Mephs What about looking at the problem from another angle, and rather than pushing a character onto a player, push the player onto a character. Perhaps if we made RPG style games a little more light-hearted people could feel they could get into the role without it being too "nerdy". I recently read a PnP RPG based around an adventure island concept which was humerous and featured everything from zombies to cowboys to robots, lots of sexual innuendo and other more intellectual comedy, a slight hint of sci-fi/fantasy and some interesting enemies. Steve Yes, I'd like to see a game which was more light hearted and put you in silly situations like Wario-Ware meets Zombies ate my Neighbours! You could customise your characters and make them as ridiculous as you like (purple heart boxer shorts anyone?).