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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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 Kramarzewski Kramarzewski
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Kramarzewski
Ennio De Nucci Ennio De Nucci
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Ennio De Nucci
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Toc

Table of Contents (22) Chapters Close

Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 1. Other Books You May Enjoy Index

Additive and subtractive design


Our previous Super Meat Boy jump example is a perfect introduction to the topic we're going to discuss: additive and subtractive design.

By taking out that gravity element, Meat Boy's developers have subtracted from a classic jumping mechanic, while on the other hand they have added to the mechanic by allowing wall jumping.

Additive and subtractive design is the principle behind any adaptation of game mechanics.

Additive design, in particular, is what game developers have always used to create new video games. Expanding and improving existing game mechanics is the lifeblood of game design as much as introducing new groundbreaking ones.

Subtractive game design though is probably even more important.

We talked already about the Less is more principle and how it should be applied throughout the whole design and its documentation. Applying this principle in game mechanics is not only a matter of elegance; it can help game designers to discover (or re-discover) the...

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