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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
170
CHAPTER NINE
CHAINING
Sometimes , though, a game can’t be brought to life by simply adding more
clicks and stars. The game may require a different vector that actually directs player
behavior and gives the experience more shape and tension. This vector needs to be
at slight odds with the main gameplay. It should present a different choice or ask
you, the player, to do something different from what the main game mechanic asks.
Sometimes, this second vector stands in actual opposition to the main mechanic,
asking you to do something which puts your success with the main mechanic at
risk. This forces you to continually make the decision: do I take the easy route and
do okay or take the more complex route and risk failure, but reap serious ...
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Publisher Resources

ISBN: 9780123749536