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EbookBell Team
5.0
70 reviewsISBN 13: 9781032760407
Author: Joshua Bycer
Game Design Deep Dive: Real‑Time Strategy 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 more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market. Key Features: Discusses balancing and designing asymmetrical features and units. Explores user interface (UI)/user experience (UX) design and building effective GUIs. Examines the differences between multiplayer and single‑player balancing and how to appeal to both audiences. Provides predictions on the next big trend for the genre.
1 The Goal of This Book
1.1 Studying Strategy
1.2 The Different Shades of Strategy Design
2 Early RTS Design
2.1 Herzog Zwei and Dune 2
2.2 The Rise of Command & Conquer
2.3 The Impact of StarCraft
2.4 The Age of Empires
2.5 The Golden Age of RTS
3 The Basics of RTS Design
3.1 What Is an RTS?
3.2 The Trinity of Strategies
3.3 A Study on Asymmetrical Design
3.4 Macro vs. Micro Play
3.5 Balancing Rock, Paper, Scissors
4 When Strategy Shrunk Down
4.1 The Fall of Command & Conquer
4.2 The War and Stars of Blizzard
4.3 Shrinking the Field with Relic Entertainment
4.4 The 2000s Era of RTS
5 The 2010s Strategy Transformation
5.1 Understanding MOBA and League of Legends
5.2 The eSport Evolution
5.3 Why Did MOBAs Overtake RTS?
5.4 When RTS Went Indie
5.5 The Off Branches of RTS Design
6 The Role of Asymmetrical Balance
6.1 How Far Can You Go?
6.2 Comparing Apples to Oranges
6.3 Keeping Consistency
7 UIs and GUIs
7.1 Why the Focus Here?
7.2 UI/UX Basics
7.3 The Main Screen GUI
7.4 UI/UX Practices for Micro and Macro
7.5 What Is Bad UI?
8 Advanced RTS Design
8.1 Macro vs. Micro Design
8.2 Creating Single-Player Content
8.3 Raising Your Army
8.4 Multiplayer Matches
8.5 The Challenge of Long-Term Support
8.6 The Pros and Cons of Customization
9 What Is the Future of the Genre?
9.1 Can RTS Bounce Back?
9.2 New Influences for the Genre
10 Conclusion
10.1 Winning Fans Back and Making New Ones
Tags: Joshua Bycer, Game, Design