«I am so excited, partly because it's my first release in the west and also because I'll have an opportunity to receive
feedback from players who have never had a chance to experience my games before.»
Tauchi: I am so excited, partly because it's my first release in the west and also because I'll have an opportunity to receive
feedback from players who have never had a chance to experience my games before.
Not exact matches
So, too, has
Feedback's method of dealing with power -
players who call
from a loudspeaking telephone, thereby amplifying a personal conversation for anyone at the other end to hear.
«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.
For anyone
who still plans on trying the game, here is the class run down I promised, based on community
feedback from a lot of
players (including level 80's) particularly in regards to PvP as it stands at this time.
- 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
Also, the developer just opens a
feedback forum on the official website to receive all, ideas or issues report
from any
player who's got permission to access.
I strongly encourage all developers
who really want to gather quality
feedback from players to implement (hopefully improved) version of this feature.
FIFA 10 hasn't even officially launched yet, but EA Sports are already responding to
feedback from players of the demo, as well as the lucky guys
who have somehow already got a copy of 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.»
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?
It's a great opportunity to showcase our project, get some
feedback from players, developers, and publishers, and share experience with other people
who love games as much as we do.