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Level Design for Games: Creating Compelling Game

Level Design for Games: Creating Compelling Game Experiences. Phil Co

Level Design for Games: Creating Compelling Game Experiences


Level.Design.for.Games.Creating.Compelling.Game.Experiences.pdf
ISBN: 9780321375971 | 339 pages | 9 Mb


Download Level Design for Games: Creating Compelling Game Experiences



Level Design for Games: Creating Compelling Game Experiences Phil Co
Publisher: New Riders



They get us physically interacting at a human level. Then we started winning, which was really unbelievable. In his first exclusive column for GamesIndustry, Warren Spector ponders why game designers aren't making games of real significance. Board games, parlour games, Wii games, and even drinking games have pushed the joy of shared play, and new technology is constantly offering exciting ways to play together. Working through an uncomfortable social interaction to solve a puzzle encourages cooperation and helps players bond. I hope we get to a point where action is just one element in a broad set of tools designers can use to create compelling games. I'm also one of those people who really like to replay a game for a different experience and do applause those developers that take into account this possibility when creating their piece. "It's no longer just It creates an emotional experience you'll certainly never forget. I think it really speaks to a shift happening in the games industry around the idea of who can make a quality game, and what defines a quality game experience. The longer non-simulation games I've enjoyed (Oblivion, Far Cry 2, Diablo II, Half-Life, Mafia) have tended to have a lower level of mental energy required to play most of the time (Oblivion/FC2/Diablo), or had a sense of gameplay “segments” or “chapters” which avoid boredom . This requires technical mastery, inventive design, careful planning, all brought together with great showmanship to keep the audience swept up in the experience (rather than the technicalities).

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