Ernest Adams

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Ernest Adams


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Librarian Note: There is more than one author in the Goodreads database with this name.

Ernest Adams is founder of the International Game Developers Association, a game design consultant and author on game development.

He started out in the game industry in 1989 as a software engineer and holds a Ph.D. from the School of Computing and Mathematics at Teesside University for his work on interactive storytelling.

Average rating: 3.88 · 557 ratings · 43 reviews · 29 distinct worksSimilar authors
Game Mechanics: Advanced Ga...

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4.13 avg rating — 181 ratings — published 2012 — 9 editions
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Fundamentals of Game Design

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3.90 avg rating — 167 ratings — published 2006 — 19 editions
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Break Into The Game Industr...

3.83 avg rating — 30 ratings — published 2003 — 5 editions
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Fundamentals of Adventure G...

3.80 avg rating — 20 ratings — published 2014 — 3 editions
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Fundamentals of Role-Playin...

3.42 avg rating — 19 ratings — published 2014 — 2 editions
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Fundamentals of Puzzle and ...

3.38 avg rating — 16 ratings — published 2014 — 3 editions
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Fundamentals of Strategy Ga...

3.50 avg rating — 14 ratings — published 2014 — 2 editions
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Fundamentals of Shooter Gam...

3.64 avg rating — 11 ratings — published 2014 — 2 editions
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Fundamentals of Constructio...

3.45 avg rating — 11 ratings — published 2013 — 3 editions
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Fundamentals of Action and ...

2.71 avg rating — 7 ratings — published 2014 — 2 editions
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More books by Ernest Adams…
Quotes by Ernest Adams  (?)
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“For a more detailed discussion of the subject, read Neal and Jana Hallford’s Swords and Circuitry (Hallford and Hallford, 2001).”
Ernest Adams, Fundamentals of Game Design

“To keep the absolute difficulty level constant, whenever you increase the time pressure on a player, you should also reduce the amount of intrinsic skill required.”
Ernest Adams, Fundamentals of Game Design

“If the available power grows at exactly the same rate as the absolute difficulty goes up, the relative difficulty will be a flat line, as illustrated in Figure 11.4 (next page). In that case, a level 5 knight would find it exactly as hard to kill a level 5 troll in the middle of the game as a level 1 knight would find it to kill a level 1 troll at the beginning of the game. But relative difficulty should not be a flat line because when you factor in the player’s increasing in-game experience, the perceived difficulty actually goes down—the game gets easier. Aim to increase the absolute difficulty of the challenges somewhat faster than you increase the available power to meet them. The gap between absolute and relative difficulty widens only slowly.”
Ernest Adams, Fundamentals of Game Design



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