Most video - game - playing AIs use reinforcement learning to develop a strategy, relying on
feedback like game points to tell them when they are playing well.
Not exact matches
I've seen some really brilliant
games for the phones that utilize the touch screen and whatnot, but at the same I've seen some
games for systems
like the Vita that really need that kind of
feedback,
like a physical controller.
this season was supposed to be about the epl not fourth place.just seeing how empty the Emirates was yesterday I expect it to be even worse in the upcoming
games.wenger blew it in the transfer market, I think that in itself shows how we lacked ambition and we settled for a top four from the beginning and if by a chance we managed to win epl then thats it.lossing some
games, crucial points and the
feedback we got back was just covering the real goals of the club top four.soton home (a team challenging has to win this
game), Crystal palace, swansea, just add those points and see where we could and should hve been.everyone here is a die hard arsenal fan whether an akb or aob but fact remains we love the club, we want the club to move forward, we want the club to be a superhouse, its got nothing to do with wengers last year or his last chance of epl.this sort of thinking is running our beloved club to the ground.whether u
like it or not a change is needed and a serious one.at the moment we hve so many bogey teams do u think arsene will beat them nxt season!!!
Campers should expect to receive
feedback during individual instruction, group instruction, and
game like competition.
Haptics use varied vibrations to offer tactile
feedback, much
like the buzzing jolts or kickbacks
gamers feel through a handheld controller.
Feedback is quite happy for executives to play power
games with each other, but is less happy to receive incoming calls which start, «please hold on, Mr X would
like to talk to you», followed by a long wait on the line while Mr X starts another job or call.
The
game is fairly accessible for everyone, with success made possible in the most basic of areas that naturally lead to fun
like shooting (a simple shot meter with
feedback), dribble moves (utilizing the right stick with shoulder button modifiers), dazzling passes and alley - oops (based on face buttons and shoulder modifiers) and even play - calling (basic court diagrams and symbols that make running them seem possible).
Your attacks lack any real weight or
feedback besides a graphic representation of your enemy's health bar being chipped away and the control scheme just feels clunky to operate;
games like Hotline Miami show that tight controls are an integral part of creating an enjoyable top - down shooter and Neon Chrome just doesn't manage to pull this off, which is detrimental to the experience as a whole.
That original The Enchanted Cave was well -
liked both by people who knew the Flash version and people completely new to the
game, and its success afforded Dustin the chance to work on a sequel which would flesh out the concept and make improvements based on
feedback of the first
game.
If you missed out on the release of Onion Force last month and you enjoy tower defense
games, or if you simply appreciate beautifully animated characters bursting with personality, check out this freebie and if you
like it leave some
feedback in the
game's forum thread and maybe tell a friend or two that this
game exists.
More than ever, we need your help to report your experiences, findings,
likes, loves, dislikes and hates — and we will be looking at your
feedback constantly to tune the
game into its optimal shape and help guide how Grand Theft Auto Online will grow and evolve past this initial period.
It has
game elements
like levels of complexity, support elements
like hint and 50 - 50 lifeline, with immediate
feedback.
They have also added
game mechanics to encourage customer activities
like providing
feedback on the cab journey, encouraging users to actively participate in improving their service and sharing their TCabs experience with their friends.
A
game -
like environment coupled with immediate
feedback and support motivates students to persist.
The simulation will be accessible online (via secure server) or offline, permit repetitive practice, be engaging (
game -
like), and provide
feedback in the form of summative assessment after each scenario module.
In an age - appropriate and
game -
like environment, students receive immediate
feedback and support that motivates them to persist through obstacles that are challenging but achievable.
These
games are designed to test things
like systems thinking or the ability to take
feedback — measures that traditional tests don't get at.
Programs that provide immediate
feedback to students and offer motivation through a
game -
like interface are valuable learning tools.
Maneuvers that would take a half - turn in an ordinary car are quarter - turn events at best in the Focus ST.. It's almost video -
game like, but with plenty of
feedback through the wheel, which, I might add, is ideally configured for 9 - and - 3 positioning.
«Customers in the U.S. have purchased millions of apps,
games, in - app items and subscriptions since the store launched last year, and we've received great
feedback about discovery features
like Free App of the Day.
That requires
feedback mechanisms, but many of the
feedback mechanisms use limited metrics (
like only dollars, SEO, social network statistics, genre categorizing and the
like) which can be and have been and are shamelessly
gamed.
The prevailing
feedback about the Beta seems to be split into two camps: people who
like the gameplay but don't believe the
game should be associated with the Metal Gear franchise, and people who downright hate it (who may have never played the
game or given it a chance).
- dev starts with rough 3D models of a stage from the level directo - includes wireframe sketch of the sand - surfing section of the Jakku level - the team will open up the level into the
game's engine and play it - that early concept is transformed with their 2D artists - artists can turn out images that capture the essence of what a level might look or feel
like in a couple of days - might take six weeks to do a final pass on a level -
feedback from designers and other members of the development team comes in every few days - once sketches are approved, the level is passed along to the environment artists - their job includes building the props and assets that fill levels - after the level is «built» Pick takes a look to ensure that it looks good and is consistent to the
game as a whole - levels get played hundreds of time by the
game's completion
But now the handling offers far more
feedback than before, allowing you to push the car to its limits consistently, which also means that spinning out feels
like your own fault instead of the
game's fault for simply not giving you enough information about what the car was doing.
Yabuki: You know, ARMS, just
like Splatoon, is a
game that we've regularly been updating, and a lot of those updates come from player
feedback.
For one thing, you get no rewarding
feedback from the
game to feel progression
like you would in other
games.
Republic of
Gamers products are built for gamers — the keyboard has been specifically designed with a mechanical - like tactile feeling for the best fee
Gamers products are built for
gamers — the keyboard has been specifically designed with a mechanical - like tactile feeling for the best fee
gamers — the keyboard has been specifically designed with a mechanical -
like tactile feeling for the best
feedback.
I did nt know how to express this, i feel news would need more personnality and involvement, they often just re-write what other sites do, for example nintendolife does nt only make news
like «x
game will be released or ported on wii u» but also provides analysis,
feedbacks, etc..
You can create a fairly convincing facsimile of racing a car in a
game, as Forza and the
like have proven, but you can't even come close to a bike, because you simply can't provide enough
feedback for the player.
- 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
«For us making the expansion is really something where we want to look at all areas of the
game and then try to just improve everything that we can really,» says Jamie Bury, lead animator for The Witcher 3, «It's one of the reasons we went through and did things
like upgrading the user interface for the
game — we had a lot of
feedback about this stuff, where things may be a little bit clunky or confusing, and we just wanted to improve this stuff.»
While the
game is on Early Access, we will be collecting players»
feedback which will allow us to plan our development route based on an actual understanding of what players would
like to see in our
game.
It's got everything you want in an XBLA
game — quick, tight gameplay, pick up and play in little chunks (or in five hour marathons, which happen just
like that) and immediate, continual positive
feedback.
I can't talk for the Portal Knights team or any difficulties they may be experiencing with the Switch version of the
game, but I'll definitely pass along the concern /
feedback to them, I can guarantee you at least that they care a LOT about their
game / brands just
like I do!
The host of updates include top - voted Xbox
Feedback requests such as the ability to purchase Xbox 360 Backward Compatible
games on Xbox One and improving social features
like Party Chat broadcasting to Twitch.
The other big thing I would say that's from direct
feedback from our audience and fans last year was that we had some inconsistencies in the size of the levels that we offered in our different Level Packs, and we've been able to, without having to worry about a full
game sequel on a disc
like we did last year, we were able to put more attention and resources toward these levels to make them more consistent.
According to the positive
feedback from the demo, it sounds
like this
game could become a contender for
game of the year.
It sounds
like the studio listened to the community
feedback but it has yet to be seen if the
game will be more to the
liking of the fans.
Thanks for your
feedback, This is a turnbased
game but it does not play
like FF tactics, x-com or tactics ogre (different genre) The DFS gameplay is similar to Chocobo Dungeo, Shiren and other Roguelike or mystery dungeon titles so the pace of the gameplay is entirely up to the player.
It's not that its developers apparently embraced shady tactics
like stealing promotional images from The Walking Dead, establishing Byzantine forum posting guidelines meant to discourage negative
feedback, and sneaking «no refunds» clauses into the
game's terms of service.
The
game will again let players hit the the snow using the Wii Balance Board (which really needs force
feedback to throw people off when they fail miserably) in locations
like New York's Times Square, France, Canada and Japan all while trying to take down the world's best snowboarders.
- Link doesn't have much of a character in this
game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this
game, and that was done on purpose - for Zelda
games, the devs always try to make the player feel
like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan
feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a
game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
EA for releasing
games that aren't even finished and charging people full price for them (Battlefield 4), EA for treating their fans
like shit and acting condescending every time we try to give
feedback.
«The references for the
feedback in Dead Cells are all fighting
games,
like Street Fighter IV, BlazBlue, or Mark of the Wolves,» Bernard said.
«OUYA has been a great «incubator» platform for BombSquad; the platform uniformity and quick update turnaround makes it safe to explore ideas and evolve a
game over time based on user
feedback, which is how I
like to work.»
This exact process of
game devs responding to fan
feedback plays out with every aspect of
games, from combat to inventory, but it's only seen as infringing on «artistic integrity» in cases
like this.
They tell us that events
like GameRome are essential to receiving «hot
feedback» on the
game you are creating.
Like with several of its recent
games, SEGA has included a user
feedback survey within the
game's PlayStation menu and one of the questions has us pretty excited.
Whether you find out you agree with me and
like the
game or find things wrong with the
game, please do me a favor and tell the developers on their steam forum page what you
liked and didn't
like so that my later play experiences are made that much more awesome by your
feedback.
It feels roughly as responsive and accurate as it did in the original Dance Central, which may sound
like faint praise, but without the strength of the
game's motion - recognition and its ability to provide you meaningful
feedback in the moment about what you need to adjust in order to really kill it, the rest of the package would be meaningless.