Ernest Adams
Genre
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Game Mechanics: Advanced Game Design
by
9 editions
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published
2012
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Fundamentals of Game Design
by
19 editions
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published
2006
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Break Into The Game Industry: How to Get A Job Making Video Games
5 editions
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published
2003
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Fundamentals of Adventure Game Design
3 editions
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published
2014
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Fundamentals of Role-Playing Game Design
2 editions
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published
2014
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Fundamentals of Puzzle and Casual Game Design
3 editions
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published
2014
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Fundamentals of Strategy Game Design
2 editions
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published
2014
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Fundamentals of Shooter Game Design
2 editions
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published
2014
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Fundamentals of Construction and Simulation Game Design
3 editions
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published
2013
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Fundamentals of Action and Arcade Game Design
2 editions
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published
2014
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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).”
― Fundamentals of Game Design
― 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.”
― Fundamentals of Game Design
― 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.”
― Fundamentals of Game Design
― Fundamentals of Game Design
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