Patrick Holleman – författare
722 kr
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836 kr
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The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. Written in a readable format; this game breaks down nicely into relatively short, separate sections. Reverse Design: Super Mario World is broken down into four sections with the final section a guide for level-by-level. The first three sections look at design history, cadences, skill and themes. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
Key Features
Learn how classic games game to be and the ground-breaking design decisions that made them such hallmarks.
836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. Written in a readable format; this game breaks down nicely into relatively short, separate sections. Reverse Design: Super Mario World is broken down into four sections with the final section a guide for level-by-level. The first three sections look at design history, cadences, skill and themes. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
Key Features
Learn how classic games game to be and the ground-breaking design decisions that made them such hallmarks.
836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game:
How does Diablo II borrow from different types of games like action RPGs, classical class-based RPGs and Roguelikes?
What are the different types of randomness in Diablo II and how do they work?
How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours?
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Diablo II, how it came to be, and how it influenced other gamesExtensive collections of data and data visualizations explaining how Diablo II’s systems work836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game:
How does Diablo II borrow from different types of games like action RPGs, classical class-based RPGs and Roguelikes?
What are the different types of randomness in Diablo II and how do they work?
How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours?
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Diablo II, how it came to be, and how it influenced other gamesExtensive collections of data and data visualizations explaining how Diablo II’s systems work836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game:
Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot
Explains how Chrono Trigger is really two different games: the Tragedy of the Entity and the Comedy of the Sages.
Highlights how the two games differ in terms of tone, linearity, player choice and in the pacing of their content.
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Chrono Trigger how it came to be, how it influenced other games, and how it manipulated players through expectations they had about the RPG genreExtensive collections of data and data visualizations explaining how Chrono Trigger’s systems work and how the game’s challenges increase in complexity as the player gets deeper into the content836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game:
Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot
Explains how Chrono Trigger is really two different games: the Tragedy of the Entity and the Comedy of the Sages.
Highlights how the two games differ in terms of tone, linearity, player choice and in the pacing of their content.
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Chrono Trigger how it came to be, how it influenced other games, and how it manipulated players through expectations they had about the RPG genreExtensive collections of data and data visualizations explaining how Chrono Trigger’s systems work and how the game’s challenges increase in complexity as the player gets deeper into the content836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game:
How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece style of design.
How Half-Life defined almost all of the core concepts of the cover-based shooter, and redefined the level architecture of the FPS genre The small tricks and flourishes that Half-Life used to tell a story through its mechanics, AI and environments
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of FPS designSummary of historical context of Half-Life, how it emerged from arena shooters like Doom and Quake, and how it influenced other gamesExtensive collections of data and data visualizations explaining how systems like enemy movement, cover design and platformer physics work836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game:
How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece style of design.
How Half-Life defined almost all of the core concepts of the cover-based shooter, and redefined the level architecture of the FPS genre The small tricks and flourishes that Half-Life used to tell a story through its mechanics, AI and environments
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of FPS designSummary of historical context of Half-Life, how it emerged from arena shooters like Doom and Quake, and how it influenced other gamesExtensive collections of data and data visualizations explaining how systems like enemy movement, cover design and platformer physics work836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the first installment in the Reverse Design series, looking at Final Fantasy VI. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game:
How narrative elements, specifically the design of the fourteen player-characters, was the critical constraint which shaped the game’s production
How the game broke with numerous RPG traditions in order to focus on plot and characterization, while still maintaining mechanical depth
How the systems were designed to allow the player to use any combination of characters with equal levels of success
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Final Fantasy VI how it came to be, how it diverges sharply from the class-based design ideas of older RPGs, and what systems in uses to replace those old ideasExtensive collections of data and data visualizations explaining how Final Fantasy VI’s systems work, how those systems evolve across the course of the game, and how the overall game systems were designed to be balanced easily836 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the first installment in the Reverse Design series, looking at Final Fantasy VI. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game:
How narrative elements, specifically the design of the fourteen player-characters, was the critical constraint which shaped the game’s production
How the game broke with numerous RPG traditions in order to focus on plot and characterization, while still maintaining mechanical depth
How the systems were designed to allow the player to use any combination of characters with equal levels of success
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Final Fantasy VI how it came to be, how it diverges sharply from the class-based design ideas of older RPGs, and what systems in uses to replace those old ideasExtensive collections of data and data visualizations explaining how Final Fantasy VI’s systems work, how those systems evolve across the course of the game, and how the overall game systems were designed to be balanced easily668 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fifth installment in the Reverse Design series, looking at Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game:
How latter-day critics have misunderstood the artistic goals of Final Fantasy VII
How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII
How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Final Fantasy VII going all the way back to Dungeons & Dragons Extensive collections of data and data visualizations explaining how Final Fantasy VII’s systems work, how they are organized to prioritize exploration, and how they interlock in a positive feedback loop that peaks at the end of the game668 kr
Läs direkt efter köp
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fifth installment in the Reverse Design series, looking at Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game:
How latter-day critics have misunderstood the artistic goals of Final Fantasy VII
How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII
How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game
Key Features
Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG designSummary of historical context of Final Fantasy VII going all the way back to Dungeons & Dragons Extensive collections of data and data visualizations explaining how Final Fantasy VII’s systems work, how they are organized to prioritize exploration, and how they interlock in a positive feedback loop that peaks at the end of the game2 222 kr
Skickas inom 10-15 vardagar
701 kr
Skickas inom 10-15 vardagar
2 158 kr
Skickas inom 10-15 vardagar
722 kr
Skickas inom 10-15 vardagar
722 kr
Skickas inom 10-15 vardagar
722 kr
Skickas inom 10-15 vardagar
701 kr
Skickas inom 10-15 vardagar
2 158 kr
Skickas inom 10-15 vardagar
2 222 kr
Skickas inom 10-15 vardagar
2 222 kr
Skickas inom 10-15 vardagar
2 222 kr
Skickas inom 10-15 vardagar