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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
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Toc

Table of Contents (17) Chapters Close

Preface 1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 16. Other Books You May Enjoy

Combat systems

One of the major epitomes of the conflict metaphor is the combat. There are countless arguments against violence and depiction of fights and wars in video games, and indeed, because there is so much more to video games other than battles, fights, and violence, those arguments are often just empty words. It would be like condemning cinema because there are war movies. The reality about combat in video games (and all kind of games really) is that fighting is part of our nature. And while our society and culture have made it possible for us to avoid fights in our entire real lives, many people will always be fascinated by some of the characteristic elements of combat. Of course, many others won't. Not all games need to include combat, fights or violence at all, and there are millions of players not interested in playing games that involve any kind of violence...

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