Think Like a Game Designer by Justin Gary

Think Like a Game Designer by Justin Gary

Author:Justin Gary [Gary, Justin]
Language: eng
Format: epub
Publisher: Justin Gary
Published: 2018-07-17T17:56:14+00:00


By answering these questions, you will begin to get a feel for what belongs in a category and what doesn’t. You will inevitably flesh out more details over time, but the big picture questions above are enough to get started.

In Magic: The Gathering, cards are broken down into colors. Each color has a theme (e.g., red is about fire, passion, and living in the moment). Each color has mechanical strengths (e.g., red is the best at doing damage quickly) and mechanical weaknesses (e.g., red cannot destroy enchantments and has few flying creatures). By knowing the category’s details, it is both easier for a designer to make cards that belong in a color as well as for players to understand why they might want (or not want) to have red cards in their deck.

In games like World of Warcraft, you must select a class to begin the game. Each class has a strictly defined set of abilities and advancement trees. Warriors, for example, can take a lot of damage and work best at close range. Each class determines which items you will be able to use and the role you will play in raids. Roles include Tanks (designed to absorb damage and protect other players), Healers, and DPS (designed to maximize “damage per second” to take out enemies quickly). These roles, while not formally presented in the game, represent even higher level categories that each class falls into, and they further help to divide and understand new classes as they are introduced.



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