Sentences with phrase «dev make games for»

Not exact matches

ACC Accounting & Auditing, AFR Africa, AGE Economics of Ageing, AGR Agricultural Economics, ARA Arab World, BAN Banking, BEC Business Economics, CBA Central Banking, CBE Cognitive & Behavioural Economics, CDM Collective Decision - Making, CFN Corporate Finance, CIS Confederation of Independent States, CMP Computational Economics, CNA China, COM Industrial Competition, CSE Economics of Strategic Management, CTA Contract Theory & Applications, CUL Cultural Economics, CWA Central & Western Asia, DCM Discrete Choice Models, DEM Demographic Economics, DEV Development, DGE Dynamic General Equilibrium, ECM Econometrics, EDU Education, EEC European Economics, EFF Efficiency & Productivity, ENE Energy Economics, ENT Entrepreneurship, ENV Environmental Economics, ETS Econometric Time Series, EUR Microeconomics European Issues, EVO Evolutionary Economics, EXP Experimental Economics, FDG Financial Development & Growth, FIN Finance, FMK Financial Markets, FOR Forecasting, GEO Economic Geography, GRO Economic Growth, GTH Game Theory, HAP Economics of Happiness, HEA Health Economics, HIS Business, Economic & Financial History, HME Heterodox Microeconomics, HPE History & Philosophy of Economics, HRM Human Capital & Human Resource Management, IAS Insurance Economics, ICT Information & Communication Technologies, IFN International Finance, IND Industrial Organization, INO Innovation, INT International Trade, IPR Intellectual Property Rights, IUE Informal & Underground Economics, KNM Knowledge Management & Knowledge Economy, LAB Labour Economics, LAM Central & South America, LAW Law & Economics, LMA Labor Markets - Supply, Demand & Wages, LTV Unemployment, Inequality & Poverty, MAC Macroeconomics, MFD Microfinance, MIC Microeconomics, MIG Economics of Human Migration, MKT Marketing, MON Monetary Economics, MST Market Microstructure, NET Network Economics, NEU Neuroeconomics, OPM Open Macroeconomics, ORE Operations Research, PBE Public Economics, PKE Post Keynesian Economics, POL Positive Political Economics, PPM Project, Program & Portfolio Management, PUB Public Finance, REG Regulation, RES Resource Economics, RMG Risk Management, SBM Small Business Management, SEA South East Asia, SOC Social Norms & Social Capital, SOG Sociology of Economics, SPO Sports & Economics, TID Technology & Industrial Dynamics, TRA Transition Economics, TRE Transport Economics, TUR Tourism Economics, UPT Utility Models & Prospect Theory, URE Urban & Real Estate Economics.
ACC Accounting & Auditing, AFR Africa, AGE Economics of Ageing, AGR Agricultural Economics, ARA Arab World, BAN Banking, BEC Business Economics, CBA Central Banking, CBE Cognitive & Behavioural Economics, CDM Collective Decision - Making, CFN Corporate Finance, CIS Confederation of Independent States, CMP Computational Economics, CNA China, COM Industrial Competition, CSE Economics of Strategic Management, CTA Contract Theory & Applications, CUL Cultural Economics, CWA Central & Western Asia, DCM Discrete Choice Models, DEM Demographic Economics, DEV Development, DGE Dynamic General Equilibrium, ECM Econometrics, EDU Education, EEC European Economics, EFF Efficiency & Productivity, ENE Energy Economics, ENT Entrepreneurship, ENV Environmental Economics, ETS Econometric Time Series, EUR Microeconomic European Issues, EVO Evolutionary Economics, EXP Experimental Economics, FDG Financial Development & Growth, FIN Finance, FMK Financial Markets, FOR Forecasting, GEO Economic Geography, GRO Economic Growth, GTH Game Theory, HAP Economics of Happiness, HEA Health Economics, HIS Business, Economic & Financial History, HME Heterodox Microeconomics, HPE History & Philosophy of Economics, HRM Human Capital & Human Resource Management, IAS Insurance Economics, ICT Information & Communication Technologies, IFN International Finance, IND Industrial Organization, INO Innovation, INT International Trade, IPR Intellectual Property Rights, IUE Informal & Underground Economics, KNM Knowledge Management & Knowledge Economy, LAB Labour Economics, LAM Central & South America, LAW Law & Economics, LMA Labor Markets - Supply, Demand & Wages, LTV Unemployment, Inequality & Poverty, MAC Macroeconomics, MFD Microfinance, MIC Microeconomics, MIG Economics of Human Migration, MKT Marketing, MON Monetary Economics, MST Market Microstructure, NET Network Economics, NEU Neuroeconomics, OPM Open Macroeconomics, PBE Public Economics, PKE Post Keynesian Economics, POL Positive Political Economics, PPM Project, Program & Portfolio Management, PUB Public Finance, REG Regulation, RES Resource Economics, RMG Risk Management, SBM Small Business Management, SEA South East Asia, SOC Social Norms & Social Capital, SOG Sociology of Economics, SPO Sports & Economics, TID Technology & Industrial Dynamics, TRA Transition Economics, TRE Transport Economics, TUR Tourism Economics, UPT Utility Models & Prospect Theory, URE Urban & Real Estate Economics.
If you don't know, OrionSoft (a one - man indie dev studio) has been making games for retro consoles for quite a few years now, including Mega Drive / Genesis, Dreamcast, Game Boy, Jaguar and PS1.
Obviously people are buying the Wii U why else would we get the best Lego Game to date and we are getting splinter cell the Wii U can't get any of the «next gen games» because the devs won't want to make them for the Wii U and not for the xbox and the PS4 later they want to wait and do it all at the same time that is the only problem that the Wii U has right now
This takes a lot of the frustration out of the often wonky jumping segments, however, I can't help but think the devs were forced to put this instant restart mechanic into the game to make up for the substandard platforming.
, Platinum games would really suit Nintendo, they make great games with fun unique experiences, it's rare anybody cares for that anymore, most devs put all their thought into online multiplayer, I'm glad Nintendo and Platinum games don't prioritize that.
Ironically enough as haters and trolls say «Nintendo consoles are not for 3rd bleh party games bleh bleh bleh» «Third party games don't sell on Nintendo systems» «no wonder devs don't make games on Nintendo systems because they don't sell» «Nintendodrones only buy Nintendo games», «R.I.P. PEEU», «NINTENDO IS DOOMED» and more of that nonsense, yet a third party game becomes available and it more then doubles the system sales.
Thank you for sharing this, i will be sure to document your dream so that the diffrent departments of Nintendo can see it, This does not mean that the game will be made, but that there is a possbility that devs will read it, if they need insparation.
While Natal will have no trouble attracting producers of the Wii's «shovelware» to make 360 games, the real test will be if the new technology can reel in devs like Valve, Bethesda, Bungie, and others that would not make games for Wii.
Cause Now all Dev are learning how to make Really good games for the ps3, and they wan na change their games Exclusive to the ps3 cause its getting easier and the games will look even Better.
We are seeing Devs who never or made a game for a Nintendo platform or haven't in decades now doing so, which no matter how you slice it, IS more support than many anticipated.
Its the main reason why Freedom Planet is praised because not only did the game made money for the devs behind the game but because till Sonic Mania showed up, Sega wasn't willing to make a 2 - D sonic game like freedom planet.
The technology will makes it much easier to set the foundation for a new game so devs can spend more time working creatively to make an original game and less time on the basics.
Yea I agree, I don't really know about those specific indie devs, but I know that Steam is full of shitty indie games that are made only for quick bucks.
«For the single player, it is true that the dev period was short but many factors made it possible,» said mission director Gaelec Simard, adding that included in those «factors» were the engine that powered the second game in the franchise and the team itself which has virtually been the same since the original game.
u shouldnt have to pay extra for dlc on a game to get a worth while strory out of it just because devs / publishers are greedy dlc should be bonus but in destiny's case the trying to make the dlc the main story wich is fucked up
Indies devs who are dumb and make shitty games must be mad now since they can't trick people into buying their useless games anymore, I'm glad steam took this approach it's the best for everyone if the devs don't like it then they can fu * k off
Maybe a hybrid system where you can try a game for 30 minutes for free to see if there are major ergonomy issues in the feel of the game that make it absolutely worthless to you, and then a 3 dollars extended tryout for 150 minutes, so that at least the devs gets something for that time you spent on their game (after all you still spent a couple hours on it), while the player does not have to commit the full $ 50.
(All exclusive) * Second party means the dev is bound by contract to make games only for them as opposed to a complete buyout.
Until now it's been talked about as a PlayStation 3 and PC title with the devs even saying they want to make a great RPG for the PS3 first and foremost, but a release sent out today confirms the game is also on its way to the 360.
All these stories floating around N4G, Microsoft has unaccounted dgpu in the Xbox 1, Microsoft has 15 co processors unaccounted for, Microsoft games are doing what the competitors can't, Every Xbox 1 is a dev kit, The Xbox 1 is capable of 204 TF, The power of the cloud, can make the Xbox 1 three times more powerful, and many other things, but they all have 1 thing in common!
Granted I could be wrong and as a PC gamer I'm more than willing for a Dev to make me eat my own words and truly push current and future hardware to their limits;)
Understandable if it takes a while to get them made, (I take a while on mine as well but still write reviews for any games I get while giving devs updates) but there are just some people who do nothing but take the copies away from smaller guys who would better deserve them.
Yes, devs pour a lot of work into their games, but that does not make them immune from criticism, ESPECIALLY from people paying them money for a product.
«For launch, devs often prioritize stability — making sure the game never crashes, and is fully playable / completable — over performance.»
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
good to see that black tusk will make multiple games, there is new ip and gears and may be possibly anew ip now i get it why MS victoria and big park devs were shifted to black tusk, black tusk new ip for 2015 and gears of war for 2016 or may be 2014.
Snerdaperds: «Neon Brood is just another example of the huge dumpster fire that is Steam, produced by a guy who just reskinned doom, slapping a new paintjob over the top of it, selling the game again and again on Steam... Steam can't be bothered to fix this problem because there's no economic benefit to them stepping away from that hundred dollars per game being published, and as long as these devs make more money than it cost for them to put the game on Steam, they're gonna keep doing it.»
I disagree, I still think turn based RPG's are pretty niche, Persona has been around for decades and is STILL considered niche, simply because unlike Final Fantasy it isn't mainstream, i'm hoping that in time JRPG devs or devs in general would look towards games like Persona 5 as their influences vs games like Final Fantasy 15, which while good in it's own right had a lot of issues and seemed to be rushed to the point where an entire story chapter had to be added, and new features are still being added to make the game better.
As for Yooka Laylee, if it didn't deliver good results for reviewers, it most likely won't sell well because at the end of the day, money's the thing and if the devs don't make profit out of the game, then the game bombed hard.
The idea was to get 3rd party devs to make games for the PS3 and not have enough time or want to spend the effort to make games for the 360.
Not to mention, they don't seem to take much resources either, which means devs can simply task one of their smaller teams, who have little to no input on new games to begin with, to the job, make a quick and easy buck for nostalgists and new gamers.
- Camelot wanted players to «raise» their amiibo in the game - Camelot also wanted some RPG elements to amiibo play, as well as amiibo having a connection to online play - devs didn't want the GamePad to draw the player's attention away from the TV, so they used it for a reverse court view - Nintendo helped bring this feature together - a demo was made in about 3 - 4 months in order to get some feedback - this was Camelot's first HD title - the giant characters (with the Mega Battles) were implemented as some sort of test for HD - the devs wanted the game to be as accessible as possible - that's why Giant Goombas, Jump Shots and Chance Shots can be disabled - Nintendo suggested additions such as the Jump Shots - Mega Battles were Camelot's idea, not Nintendo's - the developers were concerned about how they would work, and what impact they would have on basic actions
@badtoy776 forza > GT6 and driveclub with the graphics the FPS the gameplay and you just compared a swords game to a FPS wow really smart beside TITANFALL > killzone SF and every games site said that warframe dev's said that they are thinking about making it for Xone too planetside 2 sucks DC i don't like MMO's the rest is dumb in the other hand there are fable halo killer instinct spark trials, and a game that like the PS4 type (for kids) zoo tycoon
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
man, this is going to be such a long and annoying next gen of consoles with people saying «the ps4 version looks almost as good as the pc version» when it will be an even larger mountain of difference between pc and console last gen, at least for the first year, the console versions of games look somewhat similar, obviously the pc versions had way better res and better anti aliasing but next gen, the ps4 and xbox1 are so far behind even a 3 year old pc, and the new stuff coming out just utterly obliterates the xbox1 and ps4 making them 100 % obsolete and to the people who say «devs will never use it» and «all that power is wasted» talk to me when you have played a game like the witcher 2, crysis 3, or metro last light in 2560x1600 at 60 buttery frames it makes a game like killzone shadowfall look like a freaking ugly launch psp game
The only difference here is fortnites devs for in there first on console, there game isn't solely run by the notion that it's straight up that one game mode and to be frank they made there battle royale mode better because you can build, PUBG's game does look better visually and graphicaly though.
- the price devs / pubs have to pay for physical Switch games is around $ 8 US dollars per unit - one unit is the case and game card - PS4 games are about $ 5 dollars per unit - minimum number of units the publisher / developer is required to purchase is 6,000 - the 6,000 units are just for one region - there are special guidelines that need to be passed, QA checks and the signing of a Distribution of Physical Goods form, - devs / pubs make less reveue due to the costs of manufacturing and distribution - this is why retail games need to be sold at a higher price
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
If the dev team left the enemies and bosses the same from the original game, this might make for an extremely short experience.
We caught up with Michet and some of the other indie devs to find out about the Epistle 3 Jam; a game jam for developers to make a game based on Laidlaw's final chapter.
For 20 years I never had a problem where I have to perform this move right fucking now or I die and it just doesn't work (for games made by a quality dev like Nintendo anywaFor 20 years I never had a problem where I have to perform this move right fucking now or I die and it just doesn't work (for games made by a quality dev like Nintendo anywafor games made by a quality dev like Nintendo anyway).
The only one it did work for was Burnout but that game was more popular than any other racing game to begin with, largely due to the online mode that made racing secondary to freeburn challenges, and the offered huge content updates entirely free, something only a handful of devs do.
Devs: Ease Of Development Rules, Outsourcing On Rise «Game Developer Research has released new data from its «State Of Development» survey of almost 2,000 creators, revealing ease of development as the most important factor for making games on a platform, and the fact that nearly half of all developers are outsourcing in some way.»
Firstly, the ID@Xbox program — which helps independent developers produce and self - publish games on Xbox consoles — is expanding to Windows 10, making it easier for indies and mobile devs to bring their titles to PC.
Yeh I agree with what you've said there, it's probably hard for them as devs to not make it have a mobile vibe if that's all they've made previously, hopefully with another couple of vita games they will adapt their style
If you don't know, OrionSoft (a one - man indie dev studio) has been making games for retro consoles for quite a few years now, including Mega Drive / Genesis, Dreamcast, Game Boy, Jaguar and PS1.
Many indie game devs out there struggle with making a good trailer for their games.
Time for small games to make big impact YOU CAN DOWNLOAD THE GAME HERE There are many games based on business and development and creating resources like Sims and game dev tycoon, there are... Continue readiGAME HERE There are many games based on business and development and creating resources like Sims and game dev tycoon, there are... Continue readigame dev tycoon, there are... Continue reading →
A wider install base means more money for devs, who will then use that money to make more great games.
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