Description |
1 online resource (181 pages) |
Contents |
Cover; Half Title; Title Page; Copyright Page; Contents; Introduction; 1. Final Fantasy VII and the History of RPGs; 2. Narrative and Design; 3. Quantitative Analysis of the Game Script; 4. Game Difficulty and the Four Phases of FFVII; 5. Finding Complexity in Wide Levels; 6. Enemy Archetypes; 7. The Design of Towns and Dungeons; 8. Music and Design; 9. Conclusion: 10 Lessons from FFVII; References; Index |
Summary |
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: How latter-day critics have misunderstood the artistic goals of Final Fantasy VII How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII 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 |
Notes |
Print version record |
Subject |
Video games -- Design.
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Fantasy games -- Design
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Game design.
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Game development.
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Level design.
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Nintendo.
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Platformer.
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Super Mario.
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Video games -- Design.
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Form |
Electronic book
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ISBN |
9780429834530 |
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0429834535 |
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