
- 104 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
20 Essential Games to Study
About this book
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.
Key Features
Tools to learn more effectively

Saving Books

Keyword Search

Annotating Text

Listen to it instead
Information
1
Star Control 2 (1992; PC, 3DO)
Choose Your Own Space Adventure

The late 1980s to early 1990s was a time of experimentation for the PC industry. Many of the genres that would become indicative of the platform saw their start here, along with developers trying out brand new designs.
Star Control 2 was the obvious sequel to Star Control 1: a game built on ship versus ship battles. For the sequel, the developers wanted to expand the scope of the game. Now taking place in the entire universe, it featured procedurally generated star systems to fill the massive game space, alongside set areas in which the story could occur.
The story involved the player returning to Earth to find it conquered by the evil race of aliens known as the Ur-Quan. With help from a space station orbiting the planet, the player had to explore the universe to find allies, rebuild their alliances, develop their flagship, and take on the Ur-Quan and their underlings.
Star Control 2 was one of several games that kept its story moving using an in-game timer. Time advanced as the player explored, and if the player was not careful, possible allies could be wiped out, and a fail state occurred if she or he took too long. To keep the story focused, specific events would appear at fixed dates to clue the player in about what they should be focusing on.
The design of the game was split among three basic systems, all connected via the persistence of upgrading the player’s ship. Exploration was all about the player and the universe. The player was given free rein to pick a direction and start exploring, with the only limitation being the fuel supply. Each alien race had a different part of the universe as their home territory, and they would try and engage with players if they crossed into it. Outside of our solar system, the planets that you would find were procedurally built based on various conditions that affected landing.

If the player landed on a planet, the situation switched to the player controlling a simple lander to collect resources and specimens. The planet’s conditions would determine the overall threat level: From thunder strikes, fire, earthquakes, and more, players had to weigh the risks of what planets to visit. Usually, the more dangerous the planet, the better the resources. Sometimes you could find a treasure planet in the universe that had the best resources, but no hazards to deal with.
The lander itself had a health status based on the number of crew using it. If the player wasn’t careful, she or he could go through an entire crew or destroy the lander, requiring them to purchase a new one. The resources that you could gather would be transformed into currency to spend back at your home base. Even rarer was finding live specimens to capture, which could be traded for permanent upgrades from one of the game’s alien races.
There was strategy involved in going out on expeditions in the universe. You needed to take enough fuel to allow you to head out and return, while knowing that you would be spending more every time you landed on planets. Expert players knew to be picky when it came to just dropping down on any old planet. But one planet containing the rarest resources could make the entire trip profitable.
Returning from Star Control 1 was the combat system, which also could be played separately in Super Melee mode. Every alien ship was uniquely designed and offered different strengths and weaknesses. In Super Melee mode, each player could create a fleet out of any ship in the game to do battle with friends. The one ship that was unique to the campaign was the capital ship.
The capital ship represented the player’s power and progression curve throughout playing the game. At the start, the player would have barely any fuel and only a limited crew, and the ship turned like a glacier and was just as fast. Using the resource units acquired, the ship could be upgraded so long as there was room to install modules. Play well enough, and the player would be able to increase every attribute to turn it into the greatest ship in the universe.

Even the mere act of increasing the turn radius and speed was enough to make the player feel powerful. If the player wanted to see the game all the way to the end, the capital ship would have to be able to take on the game’s strongest alien ships.
Star Control 2 gets on this list for being one of the first examples of the “Go where you want, do what you want” style of open-world games. More important, the game managed to deliver the thrill of the space simulation genre without the learning curve or baggage that came with it.
The space simulation genre has grown in popularity thanks to both a focus on flying ships and the player having complete freedom within the game space. However, just like the grand strategy genre, it could be very overwhelming for new players to learn. These games tend to drop the player into the middle of everything without much guidance.
For the more complicated games, the player also must figure out how to pilot a ship. Some of the best space simulators feature a realistic physics engine to simulate what it would be like to fly a spaceship.
Even though Star Control 2 took place in space, it did not focus at all on the sim aspect, but more on adventure. When I spoke to Paul Reiche and Fred Ford, the creators of Star Control 2, they both talked about being avid fans of science fiction and said that they wanted to make a game about just exploring the universe. Upgrading a ship and exploring planets were easy actions to follow, and the game’s story pushed players outward into space.

Despite the easy learning curve, Star Control 2 was a challenge for new players. Just trying to find your way around the universe could be troublesome in and of itself. One wrong move with your lander could cost you the time that you would want to have to go out and look for more resources. As already said, the game was built on story events happening, and there was a literal end date when the Earth got destroyed.
Perhaps the best reason to check out Star Control 2 is the fact that it’s been free since the early 21st century. Ur Quan Masters is a fan-supported version of the game that runs on modern PCs; with the blessings of Paul and Fred.
Even though many games promise the universe to the players, Star Control 2 is one of the few that is approachable to everyone and lets people live out their sci-fi dreams.
2
Super Metroid (1994; Super Nintendo)
The Blueprint of Metroidvania Design

When you hear the term Metroidvania thrown around, it usually is referring to Castlevania: Symphony of the Night. While that is an amazing game and one definitely worth talking about in one of these books, I want to turn to one of the games that consumers characterize as one of the best examples of the design.
Metroidvania as a term became popular following the release of Symphony of the Night in 1997. Assistant director Koji Igarashi drew inspiration from The Legend o...
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Contents
- Preface
- Author
- 1. Star Control 2 (1992; PC, 3DO): Choose Your Own Space Adventure
- 2. Super Metroid (1994; Super Nintendo): The Blueprint of Metroidvania Design
- 3. X-COM UFO Defense (1994; PC and Playstation 1): Multi-System Gameplay
- 4. The Logical Journey of the Zoombinis (1996; PC): A Rewarding Experience
- 5. Goldeneye 64 (1997; Nintendo 64): Bringing the FPS to the Consoles
- 6. Metal Gear Solid (1998; Playstation 1): Tactical Espionage Gameplay
- 7. Diablo II (2000; PC): The Art of Loot
- 8. Half-Life 2 (2004; PC and Multiple Platforms): Sectional Design
- 9. Katamari Damacy (2004; Playstation 2): Simplistic Beauty
- 10. Devil May Cry 3 (2005; Playstation 2): Bringing Style to the Action Genre
- 11. Shadow of the Colossus (2005; Playstation 2): Boss-Focused Design
- 12. Team Fortress 2 (2007; PC and Multiple Platforms): The Birth of Games as a Service
- 13. The World Ends with You (2007; Nintendo DS): Thinking Way Outside the Box
- 14. Left 4 Dead (2008; PC, Xbox 360, and Mac): (Co-op) Friends to the Very End
- 15. Spelunky (2008; PC, and Multiple Platforms): Procedural Platforming
- 16. Demon’s Souls (2009; Playstation 3): The Action Rogue-Like
- 17. Plants vs. Zombies (2009; PC and Multiple Platforms): The Ultimate Hardcore Casual Game
- 18. The Binding of Isaac (2011; PC and other Platforms): Perfected Persistence
- 19. Infinifactory (2015; PC): Emergent Puzzle Design
- 20. Doom (2016; PC and Consoles): Fighting in Flow
- Glossary
- Index
Frequently asked questions
Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription
No, books cannot be downloaded as external files, such as PDFs, for use outside of Perlego. However, you can download books within the Perlego app for offline reading on mobile or tablet. Learn how to download books offline
Perlego offers two plans: Essential and Complete
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 990+ topics, we’ve got you covered! Learn about our mission
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more about Read Aloud
Yes! You can use the Perlego app on both iOS and Android devices to read anytime, anywhere — even offline. Perfect for commutes or when you’re on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app
Yes, you can access 20 Essential Games to Study by Joshua Bycer in PDF and/or ePUB format, as well as other popular books in Informatik & Programmierung von Spielen. We have over one million books available in our catalogue for you to explore.