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Game Design Critic Josh Bycer is back with another entry in the
Game Design Deep Dive series to discuss the Role-Playing Game
genre. Arguably one of the most recognizable in the industry today,
what is and what isn’t an RPG has changed over the years. From
the origins in the tabletop market, to now having its design
featured all over, it is one of the most popular genres to draw
inspiration from and build games around. This is a genre that looks
easy from the outside to make, but requires understanding a variety
of topics to do right. • A breakdown of RPG mechanics and
systems, perfect for anyone wanting to study or make one themselves
• The history of the genre – from tabletop beginnings to its
worldwide appeal • The reach of the genre – a look at just some
of the many different takes on RPGs that have grown over the past
40 years • An examination of how RPG systems can be combined with
other designs to create brand new takes
Game Design Critic Josh Bycer is back with another entry in the
Game Design Deep Dive series to discuss the Role-Playing Game
genre. Arguably one of the most recognizable in the industry today,
what is and what isn’t an RPG has changed over the years. From
the origins in the tabletop market, to now having its design
featured all over, it is one of the most popular genres to draw
inspiration from and build games around. This is a genre that looks
easy from the outside to make, but requires understanding a variety
of topics to do right. • A breakdown of RPG mechanics and
systems, perfect for anyone wanting to study or make one themselves
• The history of the genre – from tabletop beginnings to its
worldwide appeal • The reach of the genre – a look at just some
of the many different takes on RPGs that have grown over the past
40 years • An examination of how RPG systems can be combined with
other designs to create brand new takes
A look at the history of popular tabletop card games and
collectible card games How to design and balance your game with low
numbers Examining the application of card-based design in other
genres
A look at the history of popular tabletop card games and
collectible card games How to design and balance your game with low
numbers Examining the application of card-based design in other
genres
Game Design Deep Dive: Free-to-Play (F2P) continues the series'
focus on examining genres with a look at the history and
methodology behind free-to-play and mobile games. The genre is one
of the most lucrative and controversial in the industry. Josh Bycer
lays out not only the potential and pitfalls of this design but
also explores the ethics behind good and bad monetization. This
book offers: A comprehensive look at the practices behind the most
popular free-to-play and mobile games A detailed talk about the
ethics of F2P, and one of the few honest looks at it from both
sides of the argument A perfect read for designers, students, or
people wanting to educate themselves about the practices of the
genre Joshua Bycer is a Game Design Critic with more than seven
years of experience critically analyzing game design and the
industry itself. In that time, through Game-Wisdom.com, he has
interviewed hundreds of game developers and members of the industry
about what it means to design video games.
Game Design Deep Dive: Free-to-Play (F2P) continues the series'
focus on examining genres with a look at the history and
methodology behind free-to-play and mobile games. The genre is one
of the most lucrative and controversial in the industry. Josh Bycer
lays out not only the potential and pitfalls of this design but
also explores the ethics behind good and bad monetization. This
book offers: A comprehensive look at the practices behind the most
popular free-to-play and mobile games A detailed talk about the
ethics of F2P, and one of the few honest looks at it from both
sides of the argument A perfect read for designers, students, or
people wanting to educate themselves about the practices of the
genre Joshua Bycer is a Game Design Critic with more than seven
years of experience critically analyzing game design and the
industry itself. In that time, through Game-Wisdom.com, he has
interviewed hundreds of game developers and members of the industry
about what it means to design video games.
Game Design Deep Dive: Roguelikes examines the history and rise of
the often-confusing roguelike genre. Despite being more than 30
years old, the roguelike genre remains a mystery to a lot of
consumers and developers. Procedural generation, or having the game
generate content, has been a cornerstone and point of complexity
since its inception. The 2010s saw an explosion of new designs and
examples, along with a debate about what a roguelike is. The genre
found its way back to mainstream audiences with the award-winning
Demon's Souls and Dark Souls. Since then, roguelikes have
revolutionized the way we see and design games. Author and game
design critic Joshua Bycer explains the differences between the
various roguelike designs and give a detailed blueprint showing
what makes the best ones work. The first of its kind talking about
the roguelike genre Examines the design and methodology of
roguelike games and the different variations A high-level
discussion and breakdown of procedural and random content
generation Joshua Bycer is a game design critic with more than
seven years of experience critically analyzing game design and the
industry itself. In that time, through Game-Wisdom, he has
interviewed hundreds of game developers and members of the industry
about what it means to design video games. He is also a public
speaker and presenter at schools and libraries on game design and
game development.
Game Design Deep Dive: Roguelikes examines the history and rise of
the often-confusing roguelike genre. Despite being more than 30
years old, the roguelike genre remains a mystery to a lot of
consumers and developers. Procedural generation, or having the game
generate content, has been a cornerstone and point of complexity
since its inception. The 2010s saw an explosion of new designs and
examples, along with a debate about what a roguelike is. The genre
found its way back to mainstream audiences with the award-winning
Demon's Souls and Dark Souls. Since then, roguelikes have
revolutionized the way we see and design games. Author and game
design critic Joshua Bycer explains the differences between the
various roguelike designs and give a detailed blueprint showing
what makes the best ones work. The first of its kind talking about
the roguelike genre Examines the design and methodology of
roguelike games and the different variations A high-level
discussion and breakdown of procedural and random content
generation Joshua Bycer is a game design critic with more than
seven years of experience critically analyzing game design and the
industry itself. In that time, through Game-Wisdom, he has
interviewed hundreds of game developers and members of the industry
about what it means to design video games. He is also a public
speaker and presenter at schools and libraries on game design and
game development.
The purpose of this book is to look over the past 35 years of games
to discuss titles whose design deserves to be studied by anyone
with an interest in game design. While there are plenty of books
that focus on the technical side of Game Development, there are few
that study the nature of game design itself. Featuring a mix of
console and PC offerings, I purposely left off some of the easy
choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on
games that stood out thanks to their designs. Key Features An
informative breakdown focusing on the design and gameplay of
successful games Written to be useful for students or designers
starting out in game development Books focused specifically on
design are rare Perfect for students and professionals alike, or
can be read for the nostalgia and history
o Continuing the a series of books that focus entirely on a
singular game design system or mechanic o A perfect read for anyone
interested in understanding game design, or just curious from a
historical standpoint o The series has potential to keep growing
looking at a multitude of topics
The Game Design Deep Dive series examines specific game systems or
mechanics over the course of the history of the industry. This book
examines the history of jumping - one of the oldest mechanics in
the industry - and how it has evolved and changed over the years.
The author looks at the transition from 2D to 3D and multiple
elements that make jumping more complicated than it looks from a
design perspective. Key Selling Points: The first in a series of
books that focus entirely on a singular game design system or
mechanic, in this case: jumping. A perfect read for anyone
interested in understanding game design, or just curious from a
historical standpoint. A must read for anyone interested in
building their own platformer or just interested in the history of
the game industry's most famous game mechanic. This book is a
perfect companion for someone building their first game or as part
of a game design classroom. Includes real game examples to
highlight the discussed topics and mechanics. Joshua Bycer is a
Game Design Critic with more than seven years of experience
critically analyzing game design and the industry itself. In that
time, through Game-Wisdom, he has interviewed hundreds of game
developers and members of the industry about what it means to
design video games. He also strives to raise awareness about the
importance of studying game design by giving lectures and
presentations; his first book was titled 20 Essential Games to
Study.
The Game Design Deep Dive series examines specific game systems or
mechanics over the course of the history of the industry. This book
examines the history of jumping - one of the oldest mechanics in
the industry - and how it has evolved and changed over the years.
The author looks at the transition from 2D to 3D and multiple
elements that make jumping more complicated than it looks from a
design perspective. Key Selling Points: The first in a series of
books that focus entirely on a singular game design system or
mechanic, in this case: jumping. A perfect read for anyone
interested in understanding game design, or just curious from a
historical standpoint. A must read for anyone interested in
building their own platformer or just interested in the history of
the game industry's most famous game mechanic. This book is a
perfect companion for someone building their first game or as part
of a game design classroom. Includes real game examples to
highlight the discussed topics and mechanics. Joshua Bycer is a
Game Design Critic with more than seven years of experience
critically analyzing game design and the industry itself. In that
time, through Game-Wisdom, he has interviewed hundreds of game
developers and members of the industry about what it means to
design video games. He also strives to raise awareness about the
importance of studying game design by giving lectures and
presentations; his first book was titled 20 Essential Games to
Study.
The purpose of this book is to look over the past 35 years of games
to discuss titles whose design deserves to be studied by anyone
with an interest in game design. While there are plenty of books
that focus on the technical side of Game Development, there are few
that study the nature of game design itself. Featuring a mix of
console and PC offerings, I purposely left off some of the easy
choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on
games that stood out thanks to their designs. Key Features An
informative breakdown focusing on the design and gameplay of
successful games Written to be useful for students or designers
starting out in game development Books focused specifically on
design are rare Perfect for students and professionals alike, or
can be read for the nostalgia and history
o Continuing the a series of books that focus entirely on a
singular game design system or mechanic o A perfect read for anyone
interested in understanding game design, or just curious from a
historical standpoint o The series has potential to keep growing
looking at a multitude of topics
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