Game Design Deep Dive - Bycer, Joshua; - Prospero Internet Bookshop

Game Design Deep Dive: Real-Time Strategy
 
Product details:

ISBN13:9781032760407
ISBN10:10327604011
Binding:Hardback
No. of pages:176 pages
Size:229x152 mm
Language:English
Illustrations: 100 Illustrations, color; 100 Halftones, color; 3 Tables, black & white
700
Category:

Game Design Deep Dive

Real-Time Strategy
 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
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GBP 115.00
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Short description:

This book focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of esports. It has seen the most fundamental changes as a genre than anything else, and Game Design Critic Josh Bycer will talk about the history and where it stands today with regards to its relevancy in the market.

Long description:

Game Design Deep Dive: Real?Time Strategy focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of eSports. It has seen more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market.


Key Features:




  • Discusses balancing and designing asymmetrical features and units.



  • Explores user interface (UI)/user experience (UX) design and building effective GUIs.



  • Examines the differences between multiplayer and single?player balancing and how to appeal to both audiences.



  • Provides predictions on the next big trend for the genre.

Table of Contents:

Preface


Acknowledgements


Social Media


Additional Books


 


 


Chapter 1 The Goal of This Book


Studying Strategy


The Different Shades of Strategy Design


 


Chapter 2 Early RTS Design


Herzog Zwei and Dune 2


The Rise of Command and Conquer


The Impact of Starcraft


The Age of Empires


The Golden Age of RTS


 


Chapter 3 The Basics of RTS Design


What is an RTS?


The Trinity of Strategies


A Study of Asymmetrical Design


Macro vs. Micro Play


Balancing Rock, Paper, and Scissors


 


Chapter 4 When Strategy Shrunk Down


The Fall of Command and Conquer


The War and Stars of Blizzard


Shrinking the Field with Relic Entertainment


The 2000?s era of RTS


 


Chapter 5 The 2010?s Strategy Transformation


Understanding MOBA and League of Legends


The Esport Evolution


Why did MOBAs overtake RTS?


When RTS Went Indie


 


Chapter 6 The Role of Asymmetrical Balance


How Far Can You Go?


Comparing Oranges to Apples


Keeping Consistency


 


Chapter 7 UIs and GUIs


Why The Focus Here


UI/UX Basics


The Main Screen GUI


UI/UX Practices for Micro and Macro


What Is a Bad UI?


 


Chapter 8 Advanced RTS Design


Macro vs. Micro Design


Creating Singleplayer Content


Raising Your Army


Multiplayer Matches


The Challenge of Long-Term Support


The Pros and Cons of Customization


 


Chapter 9 What is the Future of the Genre?


Can RTS Bounce Back?


New Influences for the Genre


 


Chapter 10 Conclusion


Making the Genre Work for Modern Audiences


 


Glossary