Game Design Deep Dive

Game Design Deep Dive

Real-Time Strategy

Bycer, Joshua

Taylor & Francis Ltd

12/2024

166

Dura

9781032760407

Pré-lançamento - envio 15 a 20 dias após a sua edição

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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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game design;rts;real time strategy;game development