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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

Teaching game systems


Teaching andintroducing new rules and mechanics is often as difficult as creating them. The first step is, as always, to acknowledge and respect the differing tastes and preferences of your audience, not only towards certain types of games but also the ways in which they like to learn and tackle challenges. You also have to prepare for different levels of exposure to similar games and relatable life experiences.

We all have our preferred learning style, and even though researchers are having a hard time settling on a particular definition and categorization, they all seem to agree that each individual is primed towards a particular set of learning techniques. Some people like to listen, some prefer to read, and others still skip all text and try to figure things out by following visual cues.

A highly successful strategy is to mix several teaching methods into a combination that works well within the confines of the story, game structure, target platform, and audience...

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