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Download PDF by Anna Anthropy, Naomi Clark: A Game Design Vocabulary: Exploring the Foundational

By Anna Anthropy, Naomi Clark

ISBN-10: 0321886925

ISBN-13: 9780321886927

Video games have usually taken a valuable function in pop culture; in reality, companies are even trying to 'gamify' conventional company techniques. besides the fact that, our language for realizing, discussing, and designing video games has remained primitive - and this has made it tougher to create nice video games or intelligently overview them. this article fills this hole, delivering an entire shared framework for realizing and comparing video game layout - as creators, as avid gamers, as scholars, as video game decision-makers.

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Additional info for A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

Sample text

When the player steers the miner into a wall, she starts to slowly carve a path for herself through it. This is slow and inefficient but serves a couple purposes. First, because the walls the player’s blowing up are made of tiny grains, and the player plants her bombs wherever she chooses, it’s possible to leave thin shells and obstacles between otherwise-open spaces. These really aren’t worth eating up an extra stock of the player’s bombs, so the player can “clear out” that debris simply by digging through it by hand.

Jane’s other verbs are “walking” left or right when on stable ground. When she has no ground beneath her feet, she falls until she lands on some. In addition to the diggable clay blocks, though, there are solid, metal blocks that Jane can’t dig through. These are used to constrain Jane’s movement: to create choices for the player. Maybe she has to run around a metal obstacle instead of digging through it, allowing the spike ceiling to close in on her. Maybe she has to wait for the spike ceiling to drop far enough to destroy the metal blocks for her.

When I play a game that uses three or four different, adjacent keyboard keys, my fingers have a hard time remembering which one is which, resulting in a lot of mispresses—which usually means spending crucial resources by accident or misperforming an important choice. It means a player who feels cheated. The only exception to this multikey problem is with a keyboard’s arrow keys, which, like the multidirectional joypads of game controllers, have been designed and arranged with a physical metaphor in mind already!

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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy, Naomi Clark


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