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About The Book
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<p>The <i>Reverse Design</i> series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series looking at <i>Diablo II</i>. Written in a readable format it is broken down into three sections examining three topics important to the game:</p><ol> <p> </p> <li>How does <i>Diablo II </i>borrow from different types of games like action RPGs classical class-based RPGs and Roguelikes?</li> <p> </p> <li>What are the different types of randomness in <i>Diablo II</i> and how do they work?</li> <p> </p> <li>How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours?</li> </ol><p><strong>Key Features</strong></p><li>Comprehensive definitions of key concepts and terms introducing the reader to the basic knowledge about the study of RPG design</li><li>Summary of historical context of Diablo II how it came to be and how it influenced other games</li><li>Extensive collections of data and data visualizations explaining how Diablo II’s systems work</li>