Putting It Together


We've divided our book into genres because there are distinct differences in the ways various genres are designed. An action game for the Nintendo GameCube has very little in common with a construction and management simulation for the PC: The target market is different, the user interface is different, and the internal economy of the game is different. This chapter has been a bit of a catchall for other categories that don't get as much attention.

We strongly encourage you not to become a slave to these divisions. It's true that some genres don't mix well ”an adventure gamer will be annoyed if you suddenly make her play an action game ”but we will only fully exploit the possibilities of our medium by testing its boundaries, not by remaining within safe little pigeonholes. Ultimately, what matters is that your game is entertaining and rewarding to play. If you have a game in mind that doesn't fit one of these categories, you might have a harder time persuading jaded industry executives to fund it, but try not to compromise your vision if you can. Both your game and the players will be better off for it.



Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
ISBN: 1592730019
EAN: 2147483647
Year: 2003
Pages: 148

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