Хороший дизайн игровых систем — ключ к успеху любой игры. Системные дизайнеры закладывают базовые правила игры и ее баланс, задают значения атрибутов персонажей и оружия, принципы, как будет работать искусственный интеллект и как будет происходить взаимодействие игрока с игрой. Эта книга научит вас создавать игровые системы с нуля, работать с основными инструментами для системного дизайна, оценивать и настраивать игровой баланс и тестировать системы, а также работать с психологией игроков, создавая нужный вам игровой опыт.
This book does fall into the trap many "introductory" books do, being this seeming desire to touch on lots of tangentially-related subjects, thus diluting the core material. But the bits on systems design are definitely great as far as an introduction goes. I especially appreciated the emphasis on data and testing, and the concept of the "fulcrum", being a statistically middle-of-the-pack variation out of which one can craft enemies, levels etc. Worth the read for beginner designers and those looking to refine their systems-thinking chops.
This is a textbook for students, period. It does a decent job explaining the very basic building blocks of game design, but it has very little value for mid-to-senior developers.
In my daily job, I deal with complex monetization sinks, live event pacing, and retention data. This book operates on a much simpler level. It’s not a bad book at all—it’s just not meant for professionals working in the modern industry. If you are a junior, grab it. If you have a few shipped titles under your belt, you can safely skip it.
The book enables one to be aware and understand how a game began vision from ideas to game objects, attributes and mechanics which require design work on range balancing, data fulcrums and hierarchy. During the processes, spreadsheets come in handy for organizing data for analysis, exponential growth charts for game hierarchy and probability calculation to enable random events during the game flow.