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Ultimate Game Design : Building game worlds

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� Focused experimentation and revision<br />

� Draw on assembly or “crunch” behaviors<br />

One thing I love about puzzle <strong>game</strong>s is that they are typically “light” on art assets.<br />

This is not to say that a puzzle <strong>game</strong> cannot have complex art requirements. It simply<br />

means that, compared to many other genres, the laundry list of art requirements is<br />

generally shorter in length. Figure 5-3 demonstrates a simple yet highly addictive<br />

puzzle <strong>game</strong> built for a cell phone.<br />

Put another way, you need fewer art assets to build a simple puzzle <strong>game</strong>. This is<br />

very good news for small developers, and for those just starting out in gaming. One<br />

or two people can build a world-class puzzle <strong>game</strong>. It would be next to impossible for<br />

one or two people to build a world-class third-person action <strong>game</strong> from scratch (and<br />

be finished by the end of the millennium). Puzzle <strong>game</strong>s generally require puzzle<br />

pieces, such as blocks, widgets, shapes, or gizmos of some kind. Once you have built<br />

FIGURE 5-3<br />

Puzzle <strong>game</strong> for cell phone<br />

C H A P T E R 5<br />

115<br />

<strong>Design</strong> by Genre

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