Microsoft has made lots of changes to how they handle games which has led to receiving direct
feedback from players made possible through the company's Game Preview program.
Not exact matches
The fact that we're bidding also means there must have been some positive
feedback from the
player himself about joining us else it would be nonsensical and a waste of time
making those bids.
«We received outstanding
feedback from our Alpha testers and are looking very much forward to many new
players who will join us and help us to
make Dead Island: Epidemic the best possible ZOMBA experience,»
«We received outstanding
feedback from our Alpha testers and are looking very much forward to many new
players who will join us and help us to
make Dead Island: Epidemic the best possible ZOMBA experience,» says Dead Island: Epidemic's Isaac Parakhen.
EA and DICE
made a smart move to get
feedback from the actual
players by running this beta version.
- 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
- after the remakes of Terry's Wonderland 3D and Dragon Quest Monsters 2, Yuji Horii asked the team what should be next - the choices were Caravan Heart (GBA), a professional version of Dragon Quest Monsters 2, or a brand new game - the staff
made the plot together with Takeshi Uchikawa (who is currently directing Dragon Quest XI)- the suggestion was to
make the theme become something catchy, which lead to a science fiction vibe - Horii said «anything's alright as long as it's interesting» - the creation of the Dragon Quest Monsters: Super Light helped build Joker 3 - fan
feedback from the mobile game was used, which lead to monster stats being seen - the Reactor device lets you easily see all the things that occur on the field - the team had some trouble bringing together the ridable monsters aspect of the game, but eventually worked it out - the full game starts off with monsters that
players can ride on land - you'll eventually unlock sea, air, and multi-jump land rising monsters - a «Big Air ride» was teased as well - by clearing the story, features will be unlocked that further modify monsters such as abilities and changing their sizes - Stealth Boxes which can not be found without using the Reactor only contains useful items that are optional - compulsory items that are needed to be found with the Reactor are placed in non-stealth locations - accessories can strengthen monsters, but monster strength is mainly determined
from raising and combining them - features more offense - related content in the form of new spells and skills - new water - type spells are included - new skills added enable more detailed adjustments in versus, adding more strategic features - one of the items that can be bought with Communication Coins has the same effect with «Key of Encounters» - this lets
players recruit monsters a bit more easily they've befriended before - since Communication Coins can only be obtained
from multiplayer battles, it's completely optional - people who still do StreetPass but don't want to do multiplayer battles can still get them by combining monsters - DLC monsters are planned to be added regularly post-release until around Golden Week (April 29 — May 5)- - A national tournament is also planned, with more details coming later - carryover feature
from Dragon Quest Monsters 2 that comes into play after the ending -
players can bring up to 10 monsters which are ranked A or below
from DQM2 to DQMJ3 each day
- developers had the privilege to get
feedback from players - the team thought carefully about the elements that
make Dragon Quest what it is - features 54 jobs, but in the original,
players only played with 4 of them - in the original release,
players didn't like to experiment, so that's something they tried to change in the remake - in the remake,
players are actually encouraged to try out as many jobs as possible - added a system to
make sure
players do not forget what they were doing when they resume their playthrough - original took over 100 hours to complete, but the remake tries to streamline the whole experience - all the tedious / repetitive elements that filled up the game have been removed - for example, they added the Fragment Detector, allowing
players to easily look for missing fragments - remake takes about 70 - 80 hours to beat - the costume for the Shepard is a ram - the skills and abilities you can use as a Sheperd are those of the sheperd, not the sheep - there's a monster called a Woebergine (previously known as Eggplaton), based on the aubergine
The developer specifically mentioned how they read all the blogs and took into account all the
feedback from players after the first game, and really want to
make all those things better with this new game.
So we've decided to extend our closed beta to continue to listen to
feedback from our
players and add features and polish that will
make a real difference.
We got such great
feedback from you all
from the first Mad Dog release that we
made sure to include up to four
players again, so everyone can get in to the action at once!
By combining
feedback from players of the original with Blitz Games Studios knowledge and experience, every area of the game has been given an overhaul: * New animations for every character, new graphics, user - interface and effects * Complete voice - acted English dialogue, and French & Spanish translations of a script four times bigger than the original * New puzzles, and sub-quest
making the game over twice as long * Four new endings dependent on the
players actions, and playable epilogue * Context - sensitive controls, and improved «feel»
«While we will be
making adjustments based on
feedback from the beta, which is great - and we'll continue a daily dialogue with our
players to
make ongoing adjustments for many years to come, as this event - driven live service continues - we feel very good about the fact that you can earn almost everything in the game.
The game that launched back in May of last year was therefore the ultimate culmination of our own experience
making accomplished racing games for over a decade, along with invaluable input
from real - world racing drivers who gave us unprecedented insight into the motorsports world, and the wishes and desires of the racing community through our equity crowd - funding platform called the WMD Portal which allowed fans and
players to test the game
from day one, and who gave us
feedback and guidance every day thereafter.»
Ellingsen told Videogamer, «The
feedback from returning
players has been really good so far, and it seems that the game's massive changes since launch is
making a big difference for them.
It's clear
from these changes that Bungie has learned
from the mistakes they
made with The Dark Below expansion, and they are listening to
player feedback.
Have I imagined my way into a future where games are all interconnected in such a way that the
feedback (the «witnessing the results» part) has been cordoned off
from the
players who need it in order to feel the agency that
makes games matter?
4
player local multiplayer mayhem — 90 + costumes, 20 + arenas, and 4 game modes to duke it out with friends or AI
players 30 + single
player Obstacle and Target challenges with leaderboards ghost replays achievementsSuccessfully
made it through Steam Early Access, shaping the game around the
feedback from fans around the worldNew radical graphic effects You can be a space narwhal wrapped in a burrito
With that in mind, the devs will be looking for
feedback from Xbox
players to
make sure the battle royale title is the best it can be for console
players.
The lessons learned
from the handling,
player feedback, vehicle weight distribution, in - game game progression, track design and more have
made their way into this next instalment in the off - road racer.
By combining the potential of Unreal Engine 4 and the
feedback received
from our community, we are producing a completely new simulation aimed to redefine the racing game genre, improving the features that
made Assetto Corsa so popular, and introducing those demanded by
players for a high - level racing simulation game — with no compromise, and remaining loyal to our philosophy.»
In addition to instant access to the Knight and Alchemist classes,
players will have an opportunity to check out a number of considerable changes which have been
made to Skyforge based on internal data, bug reports and
player feedback from previous beta tests.
The comfort of the device means that you're unlikely to be caught off - guard with your turning motion and the positional tracking — though far
from perfect —
makes huge leaps in reducing the distance between
player action and visual
feedback.
And furthermore, Ubisoft
makes no mention in either of their beta announcements of wanting
feedback from players.
The
feedback from players that have participated has been great for both testing the game and
making changes to better the gameplay experience.
Based on the
feedback received
from players, this update to fixes many of the concerns that were expressed while also
making The Other 99 a much more challenging experience.
The firm talked about «listening to
feedback»
from would - be
players and
making a game that «
players will want to come back to and enjoy for a long time to come.»
The
feedback received
from these
players will play a key role in
making the gameplay better.
«We also want to
make sure we have the opportunity and time to address
player feedback from the Closed Beta.
• Highly skilled in creating workable and strategic soccer programs aimed at deriving the best
from each
player • Exceptionally well - versed in providing instructions to
players to help them understand game play rules and regulations • Hands - on experience in evaluating performance based on devised metrics and providing suitable
feedback • Demonstrated expertise in assessing strengths and weaknesses in each
player and identifying areas for development • Effectively able to demonstrate soccer game play by breaking the task down into different sequences • Documented success in inspiring confidence and self - belief in
players to ensure that they reach both individual and team goals • Proficient in developing knowledge of fitness, injury, sports psychology and nutrition to
make athletes ready for soccer games and practice sessions • Focused on specific areas of soccer such as defensive and offensive play and goalkeeping • Able to develop training sessions for specific plays such as free kicking and corner kicking • Well - versed in choosing / recruiting team members and substitutes for each games, by identifying talent and enthusiasm in individual
players • Deep insight into motivating team members and ensuring that the team is following tactics decided and practiced during practice sessions