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The Craft of Game Systems: Practical Examples
My previous articles were about system design at a conceptual level, focusing on goals and best practices for system designers. This article gives an example of how to put those principles into practice. To demonstrate, I’ll walk through the character stat systems for one of the games I did system design for: Dungeon Siege 2. I’ll describe how its systems work, why we set things up the way we did, and how we did the math to translate our goals into content.
gamedesign  numbers  gamemechanics  levels  z3 
december 2011 by DirkSonguer

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