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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

Narrative


The Oxford dictionary defines Narrative as follows:

"A spoken or written account of connected events; a story"

See what I meant earlier in this chapter's introduction? It's already outdated! Narrative doesn't have to be necessarily spoken or written...it can be told through images, both still (photography, art) or moving (motion pictures and yes, video games!). There is one common mistake though: the belief that interactivity might change the basic rules of storytelling that have been set through millennia of human history. It doesn't.

The story is the goal, regardless of how it is told. So the rules of a good story never change.

In fact, in this chapter, we will just briefly discuss how a good story is written. It is a huge topic that would need a few books in itself. As usual, I can never recommend enough that you pick up this topic and to study it in depth, if that's what interests you the most. Not all designers are story writers. If you'd like to specialize in this particular...

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