From
a game design perspective, there will always be the issue of creating and implementing enough content for hardcore players; if there's nothing interesting or new to do, a game ceases to be an enjoyable experience.
But from
a game design perspective, the tiny drone buzzing above the post-apocalyptic battlefield in Tom Clancy's The Division represents a new brand of playable sidekick — one that contributes to victory in ways vastly different from the heroes.
There was always a discussion of whether or not flight was necessary from
a game design perspective.
The Gears of War franchise is centered on co-op play and
this game design perspective permeates the single and multiplayer modes.
I'm not saying this to be offensive to Xbox players, I'm just pointing out that the FPS genre in particular does really well on that platform, it started last gen because FPS was more of a PC genre, and since Xbox is similar to PC from
a game design perspective, a lot of FPS programmers decided to make an extra buck by porting to Xbox, plus microsoft encouraged them to so that they could get some exclusives, whereas the playstation platform has always focused on other genres.
When you look at Sonic Boom: Fire & Ice from a pure graphical and
game design perspective — there is very little wrong with it (at least from what I played).
Not exact matches
Designed with controls that mimic the simplicity of a NES
game, players control Samus on a 2D plane, though they can switch to a first - person
perspective on the fly by pointing the Wii Remote at their television screens.
An effective
game doesn't have to be heavily produced and full of animations, but it does need to be heavily
designed from an instructional
design perspective.
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She has written extensively about video
games, diversity and inclusive
design, and co-edited the third book in an influential series on gender and gaming, Diversifying Barbie and Mortal Kombat: Intersectional
perspectives and inclusive
designs in gaming (ETC / CMU Press).
This, doubled with the cartoon stylings of the
game, means it has quite a bit of promise from a
design perspective; the execution is just quite rough around the edges at this stage of development.
Of course it'll cripple a console, they care nothing about memory resources or anything, I bet this
game has thousands of memory leaks just horribly
designed from a technical
perspective.
This is the weakest
game in the entire franchise from a sound
design perspective.
Addressing the rumor that the next Xbox would be
designed to prevent used
games from being played, Hojengaard said, «from a business
perspective that would be absolutely awesome.
They were totally different
games in terms of visual
design and core gameplay, complete with a more Tecmo Bowl - ish horizontal field of view instead of the 16 - bit
game's vertical
perspective.
«[R] eadable and informative... Shigeru Miyamoto is a dedicated exploration of an undeniably important contributor to videogame history and culture... deWinter presents an accessible but always academic study that could provide
design students with fresh inspiration just as quickly as it could provide an academic a fresh
perspective from which to approach digital
games.»
This wide - reaching expansion of the mecha genre showcases a desire by
game studios to emulate the thrills and / or explore the themes of mechanized combat from various
design and gameplay
perspectives.
It was arguably the most inventive
game in the series as well, with outrageous
designs for stages; such as riding on missiles shot out of a helicopter, which are hitting the boss you're fighting, the top down
perspectives in mode 7, and riding a futuristic motorcycle while shooting down enemies.
What your mis - characterization of the general topic is missing is that while there are some who now and continue to make 1080p a main priority, there are many that don't think it is paramount; especially if we are talking more ambitious
games from a
design perspective.
Zero - Sum
games is a very important concept for
game systems as well as rewards, so here is my
perspective on it, as well as examples on what it means for
game design.
The
game has been compared to the PC hit Diablo for its simple but effective combat interface, its item - based character development, and its similar third - person
perspective, but Record of Lodoss War is a true console
game, with action
designed for Dreamcast gamepad control.
Picking up right where Shadow of Mordor left off is fine from a
game -
design perspective, but it doesn't really make any thematic sense.
Come day three, Richard Stevens and Niklos Stavropoulos dealt with video
game music from a more explicitly
design - and implementation - focussed
perspective, presenting some valuable techniques for manipulating and performing pre-composed sound in
games (also using, like Climent, Unreal Engine).
Good
game design happens when you view your
game from many different
perspectives, or lenses.
These «Twelve Propositions from a Critical Play
Perspective» start with the following:» # 1 — Values are everywhere,
designed into play and into
games».
For me GTA V is a third person
game, it was
designed for this
perspective and most definitely looks best with the camera set behind the player but it's always nice to have the option, especially when it changes the way we experience Rockstar's virtual world.
It works well from a
design perspective and helps keep things feeling more varied — I'm sure even the most dedicated of sniping
game fans would like a break from the slow and steady approach at times, so being able to go all guns blazing was enjoyable.
Many
gamers have gone online to post initial frustrations with the
game — an understandable reaction from the
perspective of somebody unaccustomed to its structure and
design ethic, particularly in the context of an FPS.
PSB: Beyond the breadth of characters, which is a common thread in Lego
games, this seems to be the most ambitious Lego
game from a
design perspective.
KinifiGames Developer Hollie Figueroa brings together PC, console, and mobile experts with different backgrounds and
perspectives representative of the diverse development tracks for
games and interactive experiences, to talk on difficulty, accessibility,
design, and how they influence each other during development.
With the much - awaited next generation console gaming hardware just around the corner, GAMEHOTEL REPLAY invited the audience to frame gaming within a larger
perspective, and look at how new technology has affected innovation and creativity in
game design in recent years.
It's important to note at this point that Fallout 4 hasn't been developed with virtual reality in mind, but the system seems to be
designed to work well with first person
perspective games, especially first person shooters.
In the interview with Famitsu (and reported on GameZine.co.uk) Kojima - san somewhat chastises his fellow Japanese designers for not embracing the HD movement and continuing to approach
game design from the same
perspective of its origins, that of rule based card
games.
The Four
Perspectives of
Game Design: Insight from the Mobile Fringe «What can you learn about game design from working on mobile tit
Game Design: Insight from the Mobile Fringe «What can you learn about game design from working on mobile t
Design: Insight from the Mobile Fringe «What can you learn about
game design from working on mobile tit
game design from working on mobile t
design from working on mobile titles?
The
game Castle Crashers was a big inspiration when it came do
designing the side - on
perspective and other graphical decisions.
Capcom's latest entry into the series is a bipolar experiment as its
perspective and overall tone are a relative far cry from the series» renowned tendencies; while it rekindles certain gameplay and
design elements that are not only reminiscent to the series» golden age, but seamlessly blends the core fundamentals of the genre and the powerless implementation that has been popularized in modern survival horror
game design, ushering a harmonic balance of the new and old.
Resident Evil 7 is a relatively bipolar experiment as its
perspective and overall tone are a departure from the series» renowned tendencies, despite its aforementioned return to form; seamlessly blending the core fundamentals of survival horror, while also implementing popularized elements of contemporary
game design, resulting in a harmonic balance of the new and old.
Spoilers ensue, of course, but it's an excellent insight into the
design process from a
game writers»
perspective.
Its unique
perspective on platforming along with its genius - level puzzle
design make it a
game that everyone should play.
There are seven parts in total - all well worth reading, but some of the highlights are the «Controls» section, dealing with Emotiv's mind - activated
game controller, the «Genres» area, with Halo 3
Design Lead Jaime Griesemer suggesting: «I think you are going to see a lot of FPS
games drop the «S» and start making action
games from the first - person
perspective that don't have guns in them.
This combination of coursework allowed her to
design her own program, exploring and creating
games from a unique
perspective.
Every
design decision, from the close, intimate camera
perspective to the voices that rattle around in Senua's (read: your) mind throughout the
game, is meant to make you empathize with Senua.
[2] A reviewer for Next Generation said that the
game design reflected Treasure's experience with action
games, but that the non-action elements such as the puzzles and storyline are overly shallow, and the isometric
perspective creates control difficulties.
You'll also fight a number of boss battles, which aren't difficult from a
design perspective, but can be frustrating do to the
game's controls.
Combined, this diversity provides a broad
perspective that inspires creative concepts and
designs to appeal to a variety of
gamers.
Northgard employs 3D graphics with a light, cartoonish
design, while the
game itself is seen from an isometric
perspective.
The 3D
design of the
game lets the player engage the same situation through a different
perspective, it even allowed the developer to streamline the controls for PC users and give the artstyle a new direction.
If you really want to make the decision as to whether the
game should be in first - person or third - person
perspective, not to mention the eleventy - thousand other such
design choices, then let someone else be the Producer who'll actually concentrate on doing that difficult job well.
The team quickly learned that «easy» was not quite the correct
perspective for
game development, but grew to love the challenges and hurdles that came along with
designing and producing a video
game.
From an in -
game perspective, the new Pokemon are of good
design.