“Sources If a resource or entity can come into the game world having not been there before, the mechanic by which it… — Ernest Adams Copy Share Image
“One of the purposes of a game world is simply to entertain in its own right: to offer the player a place… — Ernest Adams Copy Share Image
“Ultimately, the violence in a game should serve the gameplay. If it doesn’t, then it’s gratuitous and you should consider doing without… — Ernest Adams Copy Share Image
“In designing your game’s internal economy, you need to watch out for deadlocks, which can occur whenever there’s a loop in the… — Ernest Adams Copy Share Image
“Game worlds are much more than the sum of the pictures and sounds that portray them. A game world can have a… — Ernest Adams Copy Share Image
“To someone who’s playing a game for the first time, the world is vital to creating and sustaining her interest. The other… — Ernest Adams Copy Share Image
“Designing the core mechanics consists of identifying the key entities and mechanics in the game and writing specifications to document the nature… — Ernest Adams Copy Share Image
“Design Rule The Story Comes Later Do not spend a lot of time devising a story at the concept stage. This is… — Ernest Adams Copy Share Image
“Myst and Gemstone both have harmony. They have it because their makers had a vision of the experience they were trying to… — Ernest Adams Copy Share Image
“Lead Designer. This person oversees the overall design of the game and is responsible for making sure that it is complete and… — Ernest Adams Copy Share Image
“You should also make fresh supplies available to him immediately after he surmounts a challenge that costs him a lot of resources, as Chapter… — Ernest Adams Copy Share
“Players don’t mind getting money for free, but when they have to spend it, they want to know why. Explain your drains.” — Ernest Adams Copy Share
“Drains A drain is a mechanic that determines the consumption of resources—that is, a rule specifying how resources permanently drop out of the game… — Ernest Adams Copy Share
“Sources If a resource or entity can come into the game world having not been there before, the mechanic by which it arrives is… — Ernest Adams Copy Share
“A game concept is a description of a game detailed enough to begin discussing it as a potential commercial product—a piece of software that… — Ernest Adams Copy Share
“If the available power grows at exactly the same rate as the absolute difficulty goes up, the relative difficulty will be a flat line,… — Ernest Adams Copy Share
“To keep the absolute difficulty level constant, whenever you increase the time pressure on a player, you should also reduce the amount of intrinsic… — Ernest Adams Copy Share
“Unless your game is a just-for-fun simulation such as Super Mario Kart or Beetle Adventure Racing!, vehicle simulation is the most technologically oriented of… — Ernest Adams Copy Share
“People love to design and create things, whether clothing, creatures, buildings, cities, or planets. They also love to customize a basic template of some… — Ernest Adams Copy Share
“Never forget that your ultimate goal is to create entertainment for the player—” — Ernest Adams Copy Share
“Plan to throw away all sound, art, and code created for a prototype. That way your artists, audio people, and programmers can work quickly… — Ernest Adams Copy Share
“In the most general sense, a balanced game is fair to the player (or players), is neither too easy nor too hard, and makes… — Ernest Adams Copy Share
“Fundamental AI Technologies” in Core Techniques and Algorithms in Game Programming by Daniel Sánchez-Crespo Dalmau (Dalmau, 2004).” — Ernest Adams Copy Share
“Overused Settings All too often, games borrow settings from one another or from common settings found in the movies, books, or television. A huge… — Ernest Adams Copy Share
“Core Mechanics The core mechanics consist of the data and the algorithms that precisely define the game’s rules and internal operations.” — Ernest Adams Copy Share