The Different Types Of Video Game Genres That People Can Experience The Best Type Of Video Game Subgenre For People To Experience The Benefits Of Playing Real Time Strategy Video Games As A Heroic Faction And The Challenges Of Playing Real Time Strategy Video Games As A Heroic Faction
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Author |
: Dr. Harrison Sachs |
Publisher |
: The Epic Books Of Dr. Harrison Sachs |
Total Pages |
: 46 |
Release |
: 2022-07-31 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis The Different Types Of Video Game Genres That People Can Experience, The Best Type Of Video Game Subgenre For People To Experience, The Benefits Of Playing Real-Time Strategy Video Games As A Heroic Faction, And The Challenges Of Playing Real-Time Strategy Video Games As A Heroic Faction by : Dr. Harrison Sachs
This essay sheds light on the different types of video game genres that people can experience, demystifies the best type of video game subgenre for people to experience, reveals the benefits of playing real-time strategy video games as a heroic faction, and delineates the challenges of playing real-time strategy video games as a heroic faction. Unbeknownst to most people, there are a myriad of disparate types of video game genres that people are at liberty to experience if they so choose to do so. People can bask in experiencing engrossing video games as a heroic character without being solely limited to only playing the assortment of enthralling video games as a heroic character that are subsumed under one specific video game genre. People can dabble into playing enthralling video games as a heroic character that are apart of disparate types of video game genres in order to render their gameplay experiences all the more variegated. The abundance of video game genres renders it possible for people to cherry-pick their video game selections to be tailored to their video game genre preferences. The types of video game genres extend far beyond the ambit of the shooter video game genre and the fighting video game genre. Some of the different types of video game genres encompass the fighting video game genre, the horror video game genre, the puzzle video game genre, the shooter video game genre, the strategy genre video game genre, the sports video game genre, the racing video game genre, the digital collectible card game video game genre, the rhythm action video game genre, the battle royale video game genre, the action-adventure video game genre, role paying video game genre, and the “massively multiplayer online role playing game” genre. There are various video game subgenres that are subsumed under certain types of video games genres. For instance, some of the types of video game subgenres that are subsumed under the strategy video game genre encompass the tower defense video game subgenre, the multiplayer online battle arena video game subgenre, and the real-time strategy video game subgenre. Some of the types of video game subgenres that are subsumed under the horror video game genre encompass the survival horror video game subgenre and the action-horror video game subgenre. One of the types of video game subgenres that is subsumed under the action video game genre for instance encompasses the platform video game subgenre. One of the types of video game subgenres that is subsumed under the shooter video game genre for instance encompasses the first person shooter video game subgenre. There are an exorbitant amount of video games that are apart of disparate types of video game genres. People often grossly underestimate the amount of video games that are subsumed under each type of video game genre. As of 2023, it is estimated that at least 22,000,000 video games have been developed. If you were to for instance play one different video game per day as a heroic character from ages four to seventy-eight over the course of seventy-five years which would be a time span of 27,375 days, then you would not even be able to experience .00125% of video games released even if no new video games were developed during the course of this three quarter of a century time window. Even if you spent the vast majority of your waking hours playing video games as a heroic character, you would still not even be able to experience the totality of the prodigious video game library, especially since an exorbitant amount of new video games are being developed each year as of 2023 which further expands the already sizeable prodigious video game library. In order to be able to experience 22,000,000 video games over the course of a three quarter of a century time window, you would need need to play at least 804 different video games per day everyday as a heroic character. Lamentably, as of 2023, there are not enough hours in the average human lifespan for the average person to be able to experience even 1% of video games developed even if no new video games were developed during the course of a three quarter of a century time window. There are only 683,280 hours over the course of seventy-eight years. There are also only 28,470 days in a seventy-eight year time window. The average human lifespan is ephemeral relative to certain other species that can vastly outlive human beings.
Author |
: David Sirlin |
Publisher |
: Lulu.com |
Total Pages |
: 144 |
Release |
: 2006-04-01 |
ISBN-10 |
: 9781411666795 |
ISBN-13 |
: 1411666798 |
Rating |
: 4/5 (95 Downloads) |
Synopsis Playing to Win by : David Sirlin
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Author |
: Ian Schreiber |
Publisher |
: CRC Press |
Total Pages |
: 806 |
Release |
: 2021-08-16 |
ISBN-10 |
: 9781498799584 |
ISBN-13 |
: 1498799582 |
Rating |
: 4/5 (84 Downloads) |
Synopsis Game Balance by : Ian Schreiber
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Author |
: Steven Poole |
Publisher |
: Arcade Publishing |
Total Pages |
: 268 |
Release |
: 2004 |
ISBN-10 |
: 1559705981 |
ISBN-13 |
: 9781559705981 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Trigger Happy by : Steven Poole
Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
Author |
: Richard Moss |
Publisher |
: Unbound Publishing |
Total Pages |
: 538 |
Release |
: 2018-03-22 |
ISBN-10 |
: 9781783524877 |
ISBN-13 |
: 1783524871 |
Rating |
: 4/5 (77 Downloads) |
Synopsis The Secret History of Mac Gaming by : Richard Moss
The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.
Author |
: Beat Suter |
Publisher |
: transcript Verlag |
Total Pages |
: 323 |
Release |
: 2019-03-31 |
ISBN-10 |
: 9783839443040 |
ISBN-13 |
: 3839443040 |
Rating |
: 4/5 (40 Downloads) |
Synopsis Games and Rules by : Beat Suter
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Author |
: Beat Suter |
Publisher |
: transcript Verlag |
Total Pages |
: 363 |
Release |
: 2021-05-31 |
ISBN-10 |
: 9783839453452 |
ISBN-13 |
: 3839453453 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Narrative Mechanics by : Beat Suter
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Author |
: A. Jahn-Sudmann |
Publisher |
: Springer |
Total Pages |
: 242 |
Release |
: 2008-01-17 |
ISBN-10 |
: 9780230583306 |
ISBN-13 |
: 023058330X |
Rating |
: 4/5 (06 Downloads) |
Synopsis Computer Games as a Sociocultural Phenomenon by : A. Jahn-Sudmann
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
Author |
: Ross Clare |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 241 |
Release |
: 2021-06-03 |
ISBN-10 |
: 9781350157217 |
ISBN-13 |
: 135015721X |
Rating |
: 4/5 (17 Downloads) |
Synopsis Ancient Greece and Rome in Videogames by : Ross Clare
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.
Author |
: Scott Rogers |
Publisher |
: John Wiley & Sons |
Total Pages |
: 515 |
Release |
: 2010-09-29 |
ISBN-10 |
: 9780470970928 |
ISBN-13 |
: 0470970928 |
Rating |
: 4/5 (28 Downloads) |
Synopsis Level Up! by : Scott Rogers
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!