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Casual Game Design
book

Casual Game Design

by Gregory Trefry
January 2010
Intermediate to advanced content levelIntermediate to advanced
400 pages
9h 6m
English
CRC Press
Content preview from Casual Game Design
132
CHAPTER SIX
SEEKING
For example, the downloadable CSI: New York offers hidden object gameplay. It is
such a basic form of gameplay that it doesn’t overwhelm the story. Instead, because
the actual mechanic and feeling it produces maps very closely to real-life activities
like hunting for lost keys, the mechanic doesn’t need a lot explaining or justifying.
For a match-three game to work with narrative content, you have to do some tricky
shoehorning. Well, you see, the ancient Egyptians used these rolling marbles as
puzzles to lock the doors to their tombs yeah, that’s what they did! Seek-and-find
games demand less explanation
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Publisher Resources

ISBN: 9780123749536