Reverse Design Chrono Trigger
Auteur : Holleman Patrick
![Couverture de l’ouvrage Reverse Design](https://images.lavoisier.fr/couvertures/1317288109.jpg)
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game:
- Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot
- Explains how Chrono Trigger is really two different games: the Tragedy of the Entity and the Comedy of the Sages.
- Highlights how the two games differ in terms of tone, linearity, player choice and in the pacing of their content.
Key Features
Chapter 1 Quest One: Save Queen Leene (And Marle)
Chapter 2 The Comedy of the Sages
Chapter 3 Strengths and Weaknesses in the Design of Chrono Trigger
Chapter 4 Patterns of Evolution and Expansion in Chrono Trigger
Chapter 5 Conclusion
Patrick Holleman founded The Game Design Forum in 2010 with the specific goal of publishing scholarly articles about videogame design. On that site he originally published the Reverse Design series, which has been used by game designers and students across the world to improve their understanding of their craft. Material from that series has been used in online courses as well as university settings, including the University of Toronto and Cornell. His writing has also appeared in Paste Magazine, Indie Game Magazine and Tutsplus. In addition to his writing, Holleman has worked as a part-time producer and consultant in the game development industry. He lives in Pennsylvania.
Date de parution : 09-2018
15.2x22.9 cm
Date de parution : 09-2018
15.2x22.9 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 172,36 €
Ajouter au panierThème de Reverse Design :
Mots-clés :
Chrono Trigger; Game design; Super Mario World; Game development; Black Omen; Level design; Boss Fights; Nintendo; Magus's Castle; Platformer; Final Fantasy VI; Super Mario; Reverse Design; Sun Stone; Save Point; Final Fantasy Games; Combat Design; Hard Bosses; Dungeon Crawler; Military Shooter; Final Fantasy VII; Amplitude Graph; Majora's Mask; Mario Game; Enemy Design; Boss Behavior; Mainstream Videogames; Final Fantasy; Character Arc; Auxiliary Parts; Videogame Design