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The Basics of Game Design

Video Game Revolution

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The Basics of Game Design

Auteur(s): Heather E. Schwartz
Narrateur(s): uncredited
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Skyrim, with its in-depth world building and talented design, didn't just happen overnight. It took years of planning and hard work. But every game designer started where you are now. Find out how you can get started in game design.

©2020 Heather E. Schwartz (P)2024 Capstone Publishers, Inc.
Science et technologie Jeu

Ce que les auditeurs disent de The Basics of Game Design

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Needs a different title.

I'm glad I received this for free, because a more accurate title would have been "AN ELEMENTARY GUIDE TO: Game Design".

The shallowness of the information is on par with an elementary school presentation, or short YouTube video, and the recent products referenced as examples combined with the lack of depth in how those products contain elements of good game design. Suggests minimal knowledge and passion for the content, on the part of the author. Or perhaps that the information may have been almost entirely AI generated.
Xenoblade Chronicles for example is named after a "made up word" as stated by the author. However, the content could have gone deeper and noted that the "Xeno" in "XenoBlade" is a reference to prior works in the series, and the games namesake is something integral to the stories lore as the player will become aware of later in the XenoBlade Chronicles story. It's not just "A made up word".

The "fact" this book is just under 20 minutes is not an excuse for the lack of depth. As this book could have been delivered as a densely packed "Pocket Guide" to game designing. If the author had focused more on the "FACT" footnote as the main structure of the presentation and then padded the delivery of information and How To, around those facts.

Un problème est survenu. Veuillez réessayer dans quelques minutes.

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