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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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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

Chapter 14. The Final 10%

Have you ever heard of the 80/20 rule?

It states that 80% of most effects are caused by just 20% of the possible causes.

It is known as the Pareto Principle, named after Vilfredo Pareto, an Italian scientist who postulated a mathematical distribution to describe many social and natural phenomena.

Some examples:

  • 20% of the clients of a company account for 80% of its revenues
  • 80% of a company's sales come from 20% of its products
  • 80% of global world wealth is owned by 20% of the population
  • 80% of crimes are committed by 20% of criminals
  • 20% of the posts on social networks generate 80% of traffic

It is obviously a rule of thumb, but you'd be surprised how accurate it can be!

In fact, we can safely state that:

"80% of a game is made in the final 20% of the time"

I know, the chapter is called The Final 10%. Based on what we've just said, it should have been called The Final 80%. But that wouldn't really help with the point we're trying to make here.

The problem with the so-called...

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