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Casual Game Design: Designing Play for the Gamer in ALL of Us

Gregory Trefry




[PDF.gj51] Casual Game Design: Designing Play for the Gamer in ALL of Us

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 | #2008240 in Books |  2010-01-26 | Original language:English | PDF # 1 |  9.22 x.76 x7.50l,1.18 | File type: PDF | 264 pages

||0 of 0 people found the following review helpful.| Four Stars|By Keram|Great deal on a fairly useful book for the design of Casual Games (as opposed to designing games causally).|11 of 11 people found the following review helpful.| Not a casual book, but a good one|By B.L.|I spent several years doing game design and development work for a game that was very much targeted at the| ||"Gregory Trefry defines the attributes for casual games in his book "Casual Game Design" as follows: |- Rules and goals must be clear. |- Players need to be able to quickly reach proficiency. |- Casual game play adapts to a player's life and schedule. |- Game

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a numb...

You easily download any file type for your gadget.Casual Game Design: Designing Play for the Gamer in ALL of Us   |  Gregory Trefry. Just read it with an open mind because none of us really know.

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