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.
By:
Joshua Bycer
Imprint: CRC Press
Country of Publication: United Kingdom
Dimensions:
Height: 229mm,
Width: 152mm,
Weight: 490g
ISBN: 9781032760407
ISBN 10: 1032760400
Series: Game Design Deep Dive
Pages: 166
Publication Date: 30 December 2024
Audience:
General/trade
,
Professional and scholarly
,
ELT Advanced
,
Undergraduate
Format: Hardback
Publisher's Status: Forthcoming
Preface Acknowledgements Social Media Additional Books Chapter 1 The Goal of This Book Studying Strategy The Different Shades of Strategy Design Chapter 2 Early RTS Design Herzog Zwei and Dune 2 The Rise of Command and Conquer The Impact of Starcraft The Age of Empires The Golden Age of RTS Chapter 3 The Basics of RTS Design What is an RTS? The Trinity of Strategies A Study of Asymmetrical Design Macro vs. Micro Play Balancing Rock, Paper, and Scissors Chapter 4 When Strategy Shrunk Down The Fall of Command and Conquer The War and Stars of Blizzard Shrinking the Field with Relic Entertainment The 2000’s era of RTS Chapter 5 The 2010’s Strategy Transformation Understanding MOBA and League of Legends The Esport Evolution Why did MOBAs overtake RTS? When RTS Went Indie Chapter 6 The Role of Asymmetrical Balance How Far Can You Go? Comparing Oranges to Apples Keeping Consistency Chapter 7 UIs and GUIs Why The Focus Here UI/UX Basics The Main Screen GUI UI/UX Practices for Micro and Macro What Is a Bad UI? Chapter 8 Advanced RTS Design Macro vs. Micro Design Creating Singleplayer Content Raising Your Army Multiplayer Matches The Challenge of Long-Term Support The Pros and Cons of Customization Chapter 9 What is the Future of the Genre? Can RTS Bounce Back? New Influences for the Genre Chapter 10 Conclusion Making the Genre Work for Modern Audiences Glossary
Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.