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El. knyga: Game Design Deep Dive: Roguelikes

  • Formatas: 120 pages
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 07-Apr-2021
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9781000362046
Kitos knygos pagal šią temą:
  • Formatas: 120 pages
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 07-Apr-2021
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9781000362046
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Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demons Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work.











The first of its kind talking about the roguelike genre





Examines the design and methodology of roguelike games and the different variations





A high-level discussion and breakdown of procedural and random content generation

Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.
Preface ix
Acknowledgments xi
Author xiii
1 Introduction
1(2)
2 The Birth of the Rogue
3(4)
2.1 Early Rogues
3(1)
2.2 What Is a Roguelike Like?
4(3)
3 Basic Roguelike Design
7(6)
3.1 Turn-Based Design
7(2)
3.2 The Failure Loop
9(1)
3.3 Replayable Gameplay
10(1)
3.4 The Appeal of "Hardcore" Mode
11(2)
4 Off-Brand Roguelikes
13(6)
4.1 Toejam and Earl
13(1)
4.2 Mystery Dungeon Games
14(1)
4.3 Breath of Fire Dragon Quarter
15(1)
4.4 Randomly Generated Games
16(3)
5 Generating Content
19(12)
5.1 Random Generat ion
20(1)
5.2 Randomized Fairness
21(3)
5.3 Procedural Generation
24(4)
5.4 Explaining Points of Interest
28(1)
5.5 Random vs. Procedural Generation?
29(2)
6 Advanced Roguelike Design
31(14)
6.1 Creating Variance
32(1)
6.2 Categories of Content
33(2)
6.3 Structuring Your Content
35(2)
6.4 Supplemental Content
37(2)
6.5 Randomized Balance
39(2)
6.6 Persistence Systems
41(4)
7 The Roguelike Rises
45(12)
7.1 Spelunky
46(1)
7.2 The Binding of Isaac
46(2)
7.3 Dungeons of Dredmor
48(1)
7.4 The Indie Boom
49(3)
7.5 Deck-Building Roguelike Design
52(3)
7.6 Defining a Roguelike
55(2)
8 AAA Roguelikes
57(6)
8.1 Demon's Souls
58(1)
8.2 "Soulslike" Design
59(2)
8.3 Prey Mooncrash
61(2)
9 The Roguelike Confusion
63(8)
9.1 The Roguelike Debate
64(1)
9.2 Roguelite vs. Roguelike
64(3)
9.3 Action Roguelike
67(1)
9.4 The Shades of a Rogue
68(3)
10 Expert Roguelike Design
71(26)
10.1 Getting the Basics Right
72(2)
10.2 Proper Pacing
74(2)
10.3 Open-World Roguelike Design
76(3)
10.4 The Focal Points of Replayability
79(3)
10.5 The Dangers of Fixed Content
82(3)
10.6 Debunking "Infinite Replayability"
85(2)
10.7 Balancing the Unpredictable
87(3)
10.8 Progressive Difficulty
90(4)
10.9 Narrative Roguelikes
94(3)
Conclusion 97(2)
Glossary 99(4)
Index 103
Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.