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The Craft Of Game Systems: Practical Examples

[In this reprinted #altdevblogaday opinion piece, Microsoft game designer Daniel Achterman continues his series on system design’s best practices with several examples from Dungeon Siege 2’s development.] My previous articles were about system design at a conceptual level, focusing on goals and best practices for system designers. This article gives an example of how to put those principles into practice. To demonstrate, I’ll walk through the character stat systems for one of the games I …