Sentences with phrase «about game design doing»

Not exact matches

This week we have teamed up with the highly entertaining Twinspin slot website to bring you your prize and all you have to do to win this exclusively designed T - Shirt is to make three simple predictions about the Arsenal game at the Emirates this afternoon.
«When designing their game, they thought about what they like to do when playing games, such as collecting items, creating treasure maps and using a 3 - D board,» says Beth Engelman, spokesperson for the Chicago Toy and Game Fair and the Young Inventors Challegame, they thought about what they like to do when playing games, such as collecting items, creating treasure maps and using a 3 - D board,» says Beth Engelman, spokesperson for the Chicago Toy and Game Fair and the Young Inventors ChalleGame Fair and the Young Inventors Challenge.
Number of Cards: Most people do not care about this, but for some, it makes a difference: The number of cards for each game varies depending on the complexity and design of the gameplay.
It's all part of a gradual rhetorical shift away from talking about creationism and intelligent design toward casting doubt on evolution, says Joshua Rosenau, spokesperson for the National Center for Science Education in Oakland, Calif. «They have this idea,» he says, «that it's a zero - sum game, so anything you can do to knock evolution down actually promotes creationism without having to say the word.»
Decided to do a major redesign in its app philosophy and design, relaunching on ios with an experience that's intended to be less about games and more about relationships and interesting conversations.
Amanita Design, small independent game developing studio based in Czech Republic I'm all about courting and chivalry, but sometime's men just don't have any game, and it gets a little old waiting for them.
I don't understand why there are some people complaining about the level design, as it is excellent and inventive, far more than a Mario game; just as it was in Returns.
Games with truly wonderful sound design are rare, but discussion about the way games sound even less so, which is sad, because sound does so much for the experience.
This works wonders in conjunction with the set design, which is clearly done to a tee, as you can play a never - ending game of «I Spy» picking out the tiniest details that say something about a character or the environment.
I feel people care a little too much about «doing anything» in games these days, I feel it has made developers lose a clear objective in game design.
Your a real idiot man, ofcourse their not going to talk about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's great tech, and the design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see what Wii U is really capable of, we need to see games built for it from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut development time for new games and ported games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not going to need to learn how to develop for PS4 & the next Xbox.
Although the story does a good job at justifying the diversity of the world, some of the art design is bizarrely appropriative in a way that doesn't really fit with the story being told (it really sticks out in a game that's very good about actually explaining the whys and wherefores of its world).
Speaking in an interview on the PlayStation Blogcast, Sony's Shuhei Yoshida spoke about Dark Souls» captivating player - to - player interactions, saying «Lots of things these games - Demon's Souls and Dark Souls - did, like leaving the messages to other people asynchronously so you feel connected but not really connected at the same time, all of these things inspired us when we were designing the system features for PS4.»
When it comes to serious game design, the very first step to create educational games is to think about the reason why you are doing it.
Game Board Book Report Projects: Do you want an fun and challenging book report project idea for your students that also involves them designing a game about their boGame Board Book Report Projects: Do you want an fun and challenging book report project idea for your students that also involves them designing a game about their bogame about their books?
While we don't find out anything really new about the handset, it is nice to see the Play doing what it was designed to do, game.
After reviewing product design, which allowed holders a one time option to increase their rate over the term of the annuity, and doing a little bit of game theory work, I said, «Here's the good news: given what we know about policyholder behavior and what we know about bonds, this is a cinch to hedge.»
I didn't know the first thing about web design or management, I had no marketing experience, I knew nothing about plugins, widgets or SEO, and concepts such as branding and growing readership were a completely new (and somewhat mind - boggling) ball game for me.
I mean, it helps to hear about the theory of game design and to get some artistic education, but we are in an era where... making a game is like writing a book, if you want to do it, you can do it.
Worse still are the meta jokes were a character makes an off - hand comment about a cliche or a problem with game design while the game makes you do that exact thing over and over.
The things I disliked about the 3DS version, I still dislike in this one (examples being the underwater levels or the fact that you always have a CPU controlled partner following you around even though they are worthless and they will shoot at enemies but I've never once witnessed them actually killing an enemy), but they were just how the game was designed to be, so I didn't expect those things to be fixed.
- the scene at the beginning of a ceremony caused Shimamura a bit of trouble - the lines of the ritual did not properly reflect Zelda's personality, her motivations, her powerlessness, and awkwardness - Shimamura talked about it with Naoki Mori (who was in charge of Cinematic Design, including screenplay, and cutscenes)- the whole thing was rewritten several times, until they arrived at the final result - there's quite a lot of scenes she really likes in the game - her favorite line is the «Yes» Princess Zelda gives as an answer to the Deku Tree in a particular scene - in that scene, Zelda thinks about what she should do, but she can not see it at all - she refuses to give up, and wants to give hope to Link - Shimamura tried to convey all of those feelings through the single «Yes» she spoke - recording felt completely different than for animation, the dubbing of (foreign) movies, or other games - there was no fixed routine of how to approach it, as all different things were being tried out - lines were redone even after other lines were implemented in the game, as the team found better ways to say things - Shimamura finally managed to beat the game the other day, but she wants to keep practicing her shield surfing - Shimamura explains that she really gave it her whole when voicing Princess Zelda, to give her emotions - she hopes that players will remember their memories of Princess Zelda
At its best, I left Parsons School of Design feeling invigorated about the capacity for games to affect meaningful change, to allow us to see and do things differently.
In extreme examples, some games are designed so that the players will be so excited psychologically as a result of, for example, being able to obtain a very rare item that they do not think twice about pushing the button, which immediately completes the monetary transaction and the player is charged with the bill.
yeah the whole day / night cycle I don't think it's like they couldn't fit it in there probably a design choice that they as game developers decided that's a more immersive experience I trust sucker punch infamous 2 was well above my expectations I could care less about any of this anyway I just want to see all the powers in action on my 50»: O
Imagine having to play a mission you didn't care about the first time round a second time, this is not good game design and it is clear Kojima had given up fighting Konami by this point and the rush to release had begun.
I don't really care about the gimmick one way or the other; Jackbox games are played the same way and are incredibly enjoyable, though it does feel odd to use such an advanced machine with specifically - designed controllers for games like this.
It would be so easy to go on and on about all the tiny things about Revengeance that can be easily figured out without the first two hours by nothing more than PLAYING THE GAME but it's more worthwhile to ponder, what does this backlash mean for game desGAME but it's more worthwhile to ponder, what does this backlash mean for game desgame design?
I don't believe for a second whatever guff EA is pushing about real NASA satellite topography in SSX, because these drops — that's what you call a «level» or «track» in a snowboarding game about a helicopter dropping you off at the top of a mountain — are marvel worthy fantasies, designed for gameplay first, foremost, and perhaps only.
Considering the game was about Jazz music and forming a band, it was a little underwhelming that the sound design didn't feature more, but it has to be said that the inoffensive, repeating backing music does a good job of adding to the experience without ever being in your face demanding attention.
Psyonix design director Corey Davis spoke at GDC about the reasons why Rocket League managed to capture mainstream success, while its predecessor, Supersonic Acrobatic Rocket - Powered Battle - Cars, didn't — despite the PS4 title and its PS3 counterpart being «basically the same game».
No matter what game design we're talking about, there will always come a point when the player is not changing anything they're doing, and the only form of progress is numerical.
Ocarina of Time also set world records for high review scores, although personally I do not like the game very much, apart from two elements — the titular ocarina, which was perfectly designed for the controller and taught the player some actual musical skills, and the horse Epona, about which I will have more to say later in this serial.
I don't really have a favorite game designer I think, because when I say that I like a game designer I'm probably talking about the games they designed.
This week's Dissecting Design is about one of my favorite games: Renowned Explorers International Society, and what it did to differentiate itself from the other rogue - like styled games.
Vaas is truly a frightening looking character and has a menace about him that I have never seen or felt in a video game which mostly has to do with the great design and detailing combined with the impressive voice acting.
Still I think designing a mic accessory that doesn't provide the flexibility of being about to be used while holding a controller is very short sighted and is going to greatly limit the potential of games that use this.
Although the new charts are not the most elegant in terms of design, this added data might help consumers make a more informed decision about whether a game is good enough to purchase on Steam, which is ultimately what user reviews are intended to do in the first place.
The game design in both Moon and Today I Die is pretty light and doesn't demand a lot of engagement to able to navigate through the games... You can tell right away what these games are about just by taking a glimpse.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
I don't blame the review, he wasn't comparing it to other games, he wasn't bashing it recklessly or being an idiot about it, he was telling us that the game is flawed in designed, uneventful and over all of poor quality.
Such a simple design choice to teach the player about what they can do in the game is echoed throughout the beginning hours.
And while the positive feedback loops built into a well - designed game — the kind Read more about Don't Call It Addictive -LSB-...]
Especially as the genre itself doesn't seem to acknowledge this disability (or, indeed, do most people working in visual and graphic design, though that's a debate I won't delve into here...)-- out of all the racing games in my collection, the only studio to have also jumped onto the «how about we use two completely contrasting colours in our racing line assist?»
The game was designed to feel like a pro, however you do not need to know anything about the sport to play.
The latter generally don't care about aesthetics, and the former might consider the restrictive focus of a shooter to be a factor that limits the game's potential as a domain in which to share their grand designs.
This episode examines how female sidekicks and companions in games are often designed to function as glorified gatekeepers, helpless burdens, and ego boosters, a pattern that works to reinforce oppressive notions about women as the ones in need of protection and men as the ones in control, who take action and do the protecting.
«We thought about what we could do to bring [games] back to their roots, and design them in a way to appeal to a broader, more casual audience,» he said, noting that smartphones represent an even broader platform for our era.
While the world environments stay mostly the same, the level designs now include a larger quantity of enemies, a major number of gaps for Luigi to fall through, and rarely does it allow a place in which the player might feel safe to stop and rest; the game is all about speed and it makes it quite clear from the very beginning.
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