How do you design a video game that people love to play? In this practical guide, game designer Tynan Sylvester shows you how to create emotionally charged experiences through the right combination of game mechanics, fictional wrapping, and story. You’ll learn design principles and practices used by top studios, backed by examples from today’s most popular games. This book also takes you through the day-to-day process necessary to keep your project on track: when to build and when to test, how to work with a team, and how to avoid creative dead ends. Explore topics such as: Integration: thread fictional elements and games rules together into a single system of meaning Emergence: generate plot, character, and theme in response to a player’s decisions Compulsion: understand the difference between motivating players and fulfilling them, and how to do each Elegance: maximize a game’s emotional power and variety of play experiences while minimizing the burden on players—and your team Iteration: plan, test, and analyze your design in stages instead of trying to decide everything up front
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design
Paddy Armstrong was one of four people falsely convicted of The Guildford Bombing in 1975. He spent fifteen years in prison for a crime he did not commit. Today, as a husband and father, life is wonderfully ordinary, but the memory of his ordeal lives on. Here, for the first time and with unflinching candour, he lays bare the experiences of those years and their aftermath. Life after Life is a testament to the resilience of the human spirit and the power of forgiveness. It reminds us of the privilege of freedom, and how the balm of love, family and everyday life can restore us and mend the scars of even the most savage injustice. 'This book captures the sweet soul of Paddy. Beautifully written. For lovers of freedom everywhere.' Jim Sheridan
The Letters of Kenneth Tynan- drama critic, talent snob, intellectual dandy, inveterate campaigner - provide a record of a soul: written between the ages of 11 and 53, they not only chart the extraordinary parabola of his career but show the constancy of his quest for grace, style and effortless wit.
One of the publishing sensations of the year' Daily Telegraph..'Packed with scandal and salacious anecdotes about his famous friends and, believe me, it is premier-cru gossip' Tatler
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