Not exact matches
I hated the shooting
mechanics which were similar to Gta's (too easy) the story became boring at
about half way
making the
game feel like a chore.
What is important
about this
game, what
makes it stand out from the rest of the shooters are several
mechanics kidn of unique to it, at least in this combination and usage.
Forget talk
about graphics,
game mechanics, and what Star Wars characters
made it into the
game.
Not only thanks to interesting
game mechanics and brain breaking puzzles, but also due to a philosophical story that leaves a strong impression and
makes you think
about the world around you.
Also another terrible feature
about the
game is the shooting
mechanics it never seems to actually go where you want to and trying to aim with the controller is nearly impossible (now you know why we have VATS the devs couldn't
make a shooter engine).
It looks quite good and has an interesting new gameplay
mechanic but almost everything else
about it
makes it an unplayable mess of a
game.
Today's presentation in Paris did not bring out a great deal of news
about game mechanics and content but at least gave us a clear idea of how the team worked to
make this chapter shine more than any other iteration.
With Dead Rising 4
about to launch on PS4, Capcom Vancouver have taken it on themselves to listen to the fans of the
game and have
made some of the changes they requested added to the core
mechanics.
, a
game only
about jumping, sure has a bunch of different modes that
make the jumping
mechanic always feel fresh and addicting.
Super One More Jump, a
game only
about jumping, sure has a bunch of different modes that
make the jumping
mechanic always feel fresh and addicting.
Full reveal is coming tomorrow, on April 20, but we have couple interesting details
about the in -
game items and core
mechanics that will
make Code Vein unique.
In addition, this also
made us think
about the other areas of our lives where gamification and
game mechanics are
making an impact.
Works with
game designers, engineers and artists to help
make the design vision come to life; helps balance and tune the
game play
mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication
about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and
game scripts Participates in developing prototypes Performs
game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video
games
The gist is that TotalBiscuit publicly revealed that pre-released PC code for Shadow of Mordor was being withheld to those unwilling to sign a deal in which they had to
make one Youtube video and produce one livestream of the
game in which they would have to strongly encourage viewers to purchase the
game, focus on certain
mechanics and say nothing negative
about the title, nor focus on any glitches or bugs.
A few small tweaks have been
made to
game's central
mechanics that are worth talking
about briefly, the first coming in the form of being able to peek over and around cover by holding down the left - trigger.
The changes
made to the
game's
mechanics make it clear that Team Ninja saw the flaws present in the original version, and did just
about everything they could to
make Razor's Edge stand out as the best form of Ninja Gaiden 3.
We kept this feature and started thinking
about expanding the gameplay
mechanics to
make the
game more challenging.
Ironically, the
game's insane
mechanics that initially
made me hesitant
about the title became the other clincher.
There's no clue on the story, time period, gameplay
mechanics, graphical engine, release platforms or even the
game's title - aside from the fact that Treyarch is
making the
game, fans know nothing
about the next Call of Duty.
This
game would introduce the Mushroom power - up, interestingly, this
mechanic of «smaller Mario, bigger Mario» came
about through the initial design process where levels were designed around a much smaller simpler Mario who would eventually be
made larger in the
game's final version.
We cover the high concept
about making a fighting
game more accessible from top to bottom than anything else we've seen, the specific
game mechanics we chose to accomplish that, and the resulting dynamics of how it plays.
Important tweaks to the
mechanics make Street Fighter 5 a much more up close and personal fighting
game than Street Fighter 4, which was more
about managing space and «zoning».
With hip - fire, being forced to run while hip - firing
makes hip - firing more
about fighting the
game's
mechanics than giving full - freedom to the player.
This
makes Kingdom a tricky
game to review, because talking
about the
mechanics in any real detail automatically acts as a spoiler, ruining the surprise of figuring it all out for yourself.
On the one hand, it's technically a 3D
game made by the same people behind Super Mario Galaxy, and hence has all of the tricks and
game mechanics found in those titles, while on the other it's
about as close to classic 2D Mario as you can get, with one hundred percent of the levels revolving around platforming rather than cheap gimmicks.
We got to see Red Dead Redemption 2 in person, and learned a whole lot
about the interaction
mechanics that
make this feel like Rockstar's most «alive»
game yet.
We reviewed the first two episodes together, joining the chorus of praises being sung
about the narrative - driven indie — praising its tone, characterisation and writing, but also how the time - travel
mechanic gives a twist to the choices the player must
make in the
game.
I might get a jap 3ds and the
game, could you possibly
make a instructional video
about the controls and
mechanics?
Felix The Reaper - A Romantic Comedy
Game About The Life of Death - is a 3D shadow manipulation puzzle adventure with original
mechanics in which you
make humans die.
However, if the micro-transaction can be successfully decoupled from in -
game success, then F2P
makes it economically feasible for a developer to focus on perfecting
game balance and adding iterative improvements and content to a title while maintaining an F2P revenue stream, without worrying
about adding potentially unnecessary
mechanics and features to justify another full - priced premium package purchase to the consumer.
After all, his philosophy is
about making games that are fun and focus on strong
mechanics.
Oh, I'd spend hours per day in those early
games, but I wanted to chill with friends,
make stuff, run dungeons with people without worrying
about level discrepancies and gear and all the obnoxious
mechanics designed so transparently to slow me down and
make me pay to grind.
Also on the docket will be Amir Dori, Senior
Game Designer at Matific, at the session Kids, Technology & the Future of Education where Amir will talk
about using
games to
make education fun and Ohad Barzilay, Producer and
Game Designer at Sidekick
Games, will talk
about what works in Asian mobile
games for the west (like Gacha
mechanics) in Asian vs. Western
Games: Successful Gameplay and Design Elements That
Makes No Sense.
You can moan
about mario golf and mario kart and mario bros and everything in between, but in my opinion its not the character that
makes the
game... its the
game mechanics behind the
game and that is what so many of you don't even consider.
Jammers also played tabletop and physical
games with City of Play, learned
about Inuit history and World War I on immersive tablet
games, and used Scratch and Gamestar
Mechanic to play
games made by other kids and start designing their own
games.
One thing I truly enjoy
about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button,
making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this
game's boost
mechanics, which was probably the intention for the departure in the 2013
game.
The paper talks
about how Dynamic difficulty adjustment (DDA),
mechanics in a
game meant to
make the
game easier or harder based on player performance, can be used to maximize player engagement throughout a
game by reducing boredom or frustration.
I'm all for
making these fighting
games more accessible since I find them quite difficult as well, but forcing simple
mechanics is not the appropriate way to go
about it.
The limitations of the intended platform or the consequences of a
game mechanic may force you to
make tough decisions
about your designs, but I find that this is where some of the best creativity happens.
Heroine Anthem ZERO is a stunning
game that has lots of great qualities
about it and gets you interested from the get - go of its adventure thanks to its captivating art and score that caresses your ears and eyes and
makes you feel warm all around, and while the adventure at its core is a delight, the
mechanics and gameplay of Heroine Anthem ZERO unfortunately diminish the experience and ultimately leaves more frustration than pleasure.
I could write for hours
about how this
game lacks the fine balance that
makes modern RTS so compelling, how unit producing structures require manual selection each time you want to build something or
about how the
game mechanics of resource management
make economy harassment impossible, but let's not waste each others time.
Trent Polack at his Polycat blog wrote
about «The Systemic Integrity of Expression», or why he prefers
games to
make a statement in line with their
mechanics.
«Having a robust way of perceiving the world is a pretty good starting point to talk
about psychological health» says Warner, «And by
making gameplay around these
mechanics, we can explore a lot of fun ideas without being overly cerebral or choking the
game with philosophical dialogue.»
The articles featured focus on old
games made new, pieces
about older
games or
mechanics, and, well, you guessed it, anything with a retro feel to it.