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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 second installment in the Reverse Design series looking at <i>Chrono Trigger</i>. Written in a readable format it is broken down into four sections examining some of the most important topics to the game:</p><ol> <p> </p> <li>Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot</li> <p> </p> <li>Explains how <i>Chrono Trigger </i>is really two different games: the <i>Tragedy of the Entity</i> and the <i>Comedy of the Sages.</i> </li> <p> </p> <li>Highlights how the two games differ in terms of tone linearity player choice and in the pacing of their content.</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 <i>Chrono Trigger</i> how it came to be how it influenced other games and how it manipulated players through expectations they had about the RPG genre</li><li>Extensive collections of data and data visualizations explaining how <i>Chrono Trigger’s</i> systems work and how the game’s challenges increase in complexity as the player gets deeper into the content</li>