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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 fifth installment in the Reverse Design series looking at <i>Final Fantasy VII</i>. Written in a readable format it is broken down into eight sections examining some of the most important topics to the game:</p><ol> <p> </p> <li>How latter-day critics have misunderstood the artistic goals of <i>Final Fantasy VII</i> </li> <p> </p> <li>How RPG history began to diverge significantly after 1981 allowing for the creation of specialized RPGs like <i>Rogue</i> <i>Pokemon</i> and especially <i>Final</i> <i>Fantasy</i> <i>VII</i> </li> <p> </p> <li>How <i>Final Fantasy VII</i> does not abandon complexity in its systems but simply moves that complexity to the endgame to aid the narrative elements of the game</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>Final Fantasy VII</i> going all the way back to <i>Dungeons &amp; Dragons</i> </li><li>Extensive collections of data and data visualizations explaining how <i>Final Fantasy VII’s</i> systems work how they are organized to prioritize exploration and how they interlock in a positive feedback loop that peaks at the end of the game</li>