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The Essentials

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Abstract

Even those that play a lot of games, or go through university courses, miss the fact that games comprise of a set of standard elements: title screens, training levels, an off button for the music, and so on. We expect them to exist, and barely notice them as we click Next, Next, Next in our effort to get into the game. So while the presence of such items is taken for granted, their omission is enough to cause quizzical and distracting thoughts for the player. In this chapter, we create a checklist of every element that needs to exist and what it should contain. The precise methods by which this can be achieved are covered in the later chapters, categorized by discipline.

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Notes

  1. 1.

    This problem isn’t restricted to touch-screen joysticks. The touch screen itself is inherently unable to produce any meaningful feedback, which is why the common solutions are to play a short “click” sound (which becomes very annoying, very quickly) or to vibrate the phone slightly.

  2. 2.

    A philosophical thought experiment that asks: If an object has had all its original parts replaced in some form, is it truly the same object? UK readers might know this better as “Trigger’s Broom.”

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© 2016 Steven Goodwin

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Goodwin, S. (2016). The Essentials. In: Polished Game Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-2122-8_2

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