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Reverse Design: Final Fantasy VII

Autor Patrick Holleman
en Limba Engleză Hardback – 28 aug 2018
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fifth installment in the Reverse Design series, looking at Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game:
  1. How latter-day critics have misunderstood the artistic goals of Final Fantasy VII
  2. How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII
  3. How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game
 
Key Features
  • Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG design
  • Summary of historical context of Final Fantasy VII going all the way back to Dungeons & Dragons
  • Extensive collections of data and data visualizations explaining how Final Fantasy VII’s systems work, how they are organized to prioritize exploration, and how they interlock in a positive feedback loop that peaks at the end of the game
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      CRC Press – 28 aug 2018 96142 lei  43-57 zile
      CRC Press – 4 sep 2018 96142 lei  43-57 zile
      CRC Press – 4 sep 2018 96142 lei  43-57 zile
      CRC Press – 4 sep 2018 96142 lei  43-57 zile

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    Specificații

    ISBN-13: 9781138324770
    ISBN-10: 1138324779
    Pagini: 180
    Ilustrații: 100 Illustrations, color
    Dimensiuni: 152 x 229 x 11 mm
    Greutate: 0.45 kg
    Ediția:1
    Editura: CRC Press
    Colecția CRC Press

    Public țintă

    Professional Practice & Development

    Cuprins

    Chapter 1 Final Fantasy VII and the History of RPGs
    Chapter 2 Narrative and Design
    Chapter 3 Quantitative Analysis of the Game Script
    Chapter 4 Game Difficulty and the Four Phases of FFVII
    Chapter 5 Finding Complexity in Wide Levels
    Chapter 6 Enemy Archetypes
    Chapter 7 The Design of Towns and Dungeons
    Chapter 8 Music and Design
    Chapter 9 Conclusion

    Descriere

    The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.