Reverse Design
eBook - ePub

Reverse Design

Final Fantasy VII

  1. 168 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Reverse Design

Final Fantasy VII

Book details
Table of contents
Citations

About This Book

The Reverse Design 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 Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game:

  • How latter-day critics have misunderstood the artistic goals of Final Fantasy VII
  • How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII
  • How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game

Key Features

  • Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of RPG design
  • Summary of historical context of Final Fantasy VII going all the way back to Dungeons & Dragons
  • Extensive collections of data and data visualizations explaining how Final Fantasy VII's 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

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Yes, you can access Reverse Design by Patrick Holleman in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Science General. We have over one million books available in our catalogue for you to explore.

Information

Publisher
CRC Press
Year
2018
ISBN
9780429834523
Edition
1

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Contents
  6. Introduction
  7. 1. Final Fantasy VII and the History of RPGs
  8. 2. Narrative and Design
  9. 3. Quantitative Analysis of the Game Script
  10. 4. Game Difficulty and the Four Phases of FFVII
  11. 5. Finding Complexity in Wide Levels
  12. 6. Enemy Archetypes
  13. 7. The Design of Towns and Dungeons
  14. 8. Music and Design
  15. 9. Conclusion: 10 Lessons from FFVII
  16. References
  17. Index