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Introduction
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Classroom Contents
Designing Path of Exile to Be Played Forever
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- 1 Introduction
- 2 Path of Exile
- 3 Action Combat
- 4 Games as a Service
- 5 Player Numbers
- 6 Expansions
- 7 Lessons Learned
- 8 Key Philosophy
- 9 Marketing
- 10 Checklist
- 11 Level Generation
- 12 Multiple Overlapping Axis
- 13 Content Reuse
- 14 Pipelining
- 15 Conclusion
- 16 Hiring
- 17 Reuse Content
- 18 Out of Season
- 19 Problems with Item Systems
- 20 Burnout
- 21 Tools
- 22 Economy