This book focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of esports. It has seen the most fundamental changes as a genre than anything else, and Game Design Critic Josh Bycer will talk about the history and where it stands today with regards to its relevancy in the market.
This book focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of esports. It has seen the most fundamental changes as a genre than anything else, and Game Design Critic Josh Bycer will talk about the history and where it stands today with regards to its relevancy in the market.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.
Inhaltsangabe
Preface Acknowledgements Social Media Additional Books Chapter 1 The Goal of This Book Studying Strategy The Different Shades of Strategy Design Chapter 2 Early RTS Design Herzog Zwei and Dune 2 The Rise of Command and Conquer The Impact of Starcraft The Age of Empires The Golden Age of RTS Chapter 3 The Basics of RTS Design What is an RTS? The Trinity of Strategies A Study of Asymmetrical Design Macro vs. Micro Play Balancing Rock, Paper, and Scissors Chapter 4 When Strategy Shrunk Down The Fall of Command and Conquer The War and Stars of Blizzard Shrinking the Field with Relic Entertainment The 2000's era of RTS Chapter 5 The 2010's Strategy Transformation Understanding MOBA and League of Legends The Esport Evolution Why did MOBAs overtake RTS? When RTS Went Indie Chapter 6 The Role of Asymmetrical Balance How Far Can You Go? Comparing Oranges to Apples Keeping Consistency Chapter 7 UIs and GUIs Why The Focus Here UI/UX Basics The Main Screen GUI UI/UX Practices for Micro and Macro What Is a Bad UI? Chapter 8 Advanced RTS Design Macro vs. Micro Design Creating Singleplayer Content Raising Your Army Multiplayer Matches The Challenge of Long-Term Support The Pros and Cons of Customization Chapter 9 What is the Future of the Genre? Can RTS Bounce Back? New Influences for the Genre Chapter 10 Conclusion Making the Genre Work for Modern Audiences Glossary
Preface Acknowledgements Social Media Additional Books Chapter 1 The Goal of This Book Studying Strategy The Different Shades of Strategy Design Chapter 2 Early RTS Design Herzog Zwei and Dune 2 The Rise of Command and Conquer The Impact of Starcraft The Age of Empires The Golden Age of RTS Chapter 3 The Basics of RTS Design What is an RTS? The Trinity of Strategies A Study of Asymmetrical Design Macro vs. Micro Play Balancing Rock, Paper, and Scissors Chapter 4 When Strategy Shrunk Down The Fall of Command and Conquer The War and Stars of Blizzard Shrinking the Field with Relic Entertainment The 2000's era of RTS Chapter 5 The 2010's Strategy Transformation Understanding MOBA and League of Legends The Esport Evolution Why did MOBAs overtake RTS? When RTS Went Indie Chapter 6 The Role of Asymmetrical Balance How Far Can You Go? Comparing Oranges to Apples Keeping Consistency Chapter 7 UIs and GUIs Why The Focus Here UI/UX Basics The Main Screen GUI UI/UX Practices for Micro and Macro What Is a Bad UI? Chapter 8 Advanced RTS Design Macro vs. Micro Design Creating Singleplayer Content Raising Your Army Multiplayer Matches The Challenge of Long-Term Support The Pros and Cons of Customization Chapter 9 What is the Future of the Genre? Can RTS Bounce Back? New Influences for the Genre Chapter 10 Conclusion Making the Genre Work for Modern Audiences Glossary
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