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Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Restricting negative consequences

Respawning at checkpoints, replaying stages, equipment and character removal, and last but not least, the states of permanent failure (aka permadeath); these are some of the most common examples of negative consequences.

In most cases, taking away a player's progress is a surefire way of making your game less accessible. It's especially true if you pair it with technical issues, failure to teach game systems, and a lack of anticipation and clear feedback. The last thing you want is to leave your audience unaware of the negative consequences and ill-prepared to handle them.

Don't get me wrong, failure can be good and motivating, and we obviously want our players to be challenged. But while it's great to have ...

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Publisher Resources

ISBN: 9781787121799