BattleGround serves as PlayerUnknown's means of making his own
game out of the concept.
Not exact matches
In that document I had laid
out the
concept of playing
games using an ordinary TV set and proposed a lot
of game ideas, thus making that document the closest thing to the Magna Carta
of the home video -
game industry.
Barry Bonds, hitting coach, was a
concept everyone had thought
of at least once after he was forced
out of the
game, but no one thought it would really happen.
Great write up, and a shout
out to: «Manu Ginobili, a man who is as resistant to the
concept of time as he is ever - cognizant
of a
game's moments and how to perpetually rise for them.»
But you can get a lot
of kids
out practicing for 2 - 3 weeks and they can have a general
concept to play the
game and get by.»
This
game is a great example
of taking a simple
concept and making great things
out of it, and I can not wait to see Mana Spark hit the front page on Steam in the near future.
War, the
Game is a title that all strategy lovers should try
out at least once in order to see how smaller teams can innovate by taking the classic
concepts of the genre and turning them into something new.
Breakdown shows some great
concepts, and has the potential to become a great
game, but just fails to get its feet
out of the mud.
If that
concept didn't already sound entirely
out of left - field for a Pokémon
game, I can definitely, 100 % assure you it is.
After Super Mario 3D World came
out, Miyamoto encouraged production
of a full
game around the
concept.
Check
out the latest Aliens: Colonial Marines trailer which shows how the ruins
of Hadley's Hope made it from
concept to
game:
Well, solo developer Scott Ethington has decided to take that
concept a step further by making an entire
game out of it.
Wick is a
game that takes the
concept of the campfire ghost story and makes a
game out of it.
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.
For Barris, «The Newlywed
Game» was an excuse to uncover how people would «sell
out» for the chance to win a refrigerator, and «The Gong Show» played to the
concept that people would make asses
of themselves just to appear on television (how true that is nowadays).
While the term itself wouldn't be coined until the release
of Metroid Prime in 2002, the original Metroid is often given credit for introducing the
concept of sequence breaking: the act
of performing actions or obtaining items
out of their intended linear order, therefore breaking the standard sequence
of events in a
game.
Meanwhile, the
game's magic system does away with the
concepts of mana pools or the old - school spell tiers, instead existing as a finite resource whose relationship to the party's combat stats introduces a risk - reward question to every battle: Do you cast magic and risk weakening your team, or tough it
out?
I'm not going to spoil any
of the
game's strange twists — but suffice it to say that the level and enemy design is based around an «everything but the kitchen sink»
concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just feels like the developers had so many great ideas that they couldn't bear to leave one
out of the
game.
Out of the proven
concepts, one
of them is
game - based learning.
To try
out Mitsubishi's Vision Gran Turismo
concept, you can purchase it from the «Cars» section
of the
game, or alternatively obtain it by completing a lap in a new Seasonal Event.
«Charismatic, connected and athletic, our goal was to create a design that is emotional and sporty yet with a sense
of timelessness and simplicity,» said Guy Melville - Brown, Exterior Design Leader
of the Civic
concept, Honda R&D Americas, Inc. «In this we set
out to create a vehicle that goes beyond the superficial and embraces the very philosophy
of what a true Civic should be; it's a real
game changer.»
Our Facebook Achievements are based upon the
concept of «gamification» which is the
concept of motivating «action» in a user - base by providing awards and public recognition for accomplishing certain tasks — in essence, making a «
game»
out of something that is typically seen as more «mundane.»
Some
of the independent publishers were in the
game, but Marvel was only testing the
concept out with some older issues, and DC was nowhere to be seen.
In this further description, the TED staff points
out some important
concepts, particularly one: «The mass adoption
of new e-book technologies like Kindle and iPad has changed the rules
of the
game.
I think the first step is to accept the
concept that one can improve the probability
of a superior outcome without a superior outcome actually happening, in the same way that you can improve the probability
of a payoff in Blackjack by understanding the probabilities
of the
game, without actually coming
out ahead.
... So move financing from something that occurs between a publisher and a developer... Instead have it be something where funding is coming
out of community for
games and
game concepts they really like.»
He continues, «So at the moment it's not really about business models and transaction models and everything else, it's about «let's enable that creativity and that connection, that community», because I think that's what will make our platform stand
out, that's what
gamers would love — with the hundreds
of new
games they can play with creative
concepts — and that's what creators want — they want a stage to perform their best work on.
- 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
The
concept of «
games as a service» has finally begun to take full fruition with titles like Destiny 2 and Overwatch, the developers
of which are offering continually updated, free content to flesh
out the breadth and depth
of what's available when players log in each time.
The core
concept of the Atelier
games has not changed too much; your party contains at least one alchemist who operates
out of an atelier, using alchemy to create items beneficial to the party and to NPCs.
Sure, it could be wonky... especially the camera... and the final
concept didn't turn
out as fully in depth as early statements on the
game might have made it
out to be... but the overall experience was one
of just pure fun, joy, and excitement for me (also, being a life long Disney fan didn't hurt any, either).
- 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 J
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 J
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 J
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 J
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 J
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 J
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 J
Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
The basic
concept of Survive is this: how could Konami take The Phantom Pain and make a Resident Evil
game out of it?
Only Nintendo could take the bonus levels from one
of their headline titles and carve
out a whole
game from the
concept.
While it was not important as impactful as its predecessor, it did bring a lot
of new ideas and
concepts to the table that makes stand
out, even among newer
games today.
Now, this isn't
out of the ordinary,
concept art for Agent has a habit
of turning up
out of nowhere with people suggesting that it's absolutely from the
game, and nobody has ever really been able to prove them otherwise — typing «that's so fake» on Twitter means nothing, folks — Rockstar have also never confirmed that the
concept art is indeed from the long - gone Cold War thriller.
I won't spoil any more
of them as half
of the joy
of this
game is finding
out what the next chapter has to offer is half the fun, but Fallen Tree Games have done a good job
of changing things and keeping it varied enough to stop the
concept going stale.
«I came up with the original
concept for Underworld [and] it really came
out of a passion to try to create a much more immersive, you - are - there kind
of dungeon exploration
game that's much more alive and real [than other
games of that era],» he said.
Preview impressions
of the
game have been
out as well as details about the additional content packed in its various editions, Tomb Raider
games have always pushed the visual presentation to the limits and have always been very demanding
games on the PC, take a look at some
of the screenshots and
concept art
of the
game below
«If you're working on an animated movie and you're making a
game with it, you get tonnes and tonnes
of concept art and things that are coming
out.
Visual
Concepts had three
of the most well known DJs (including the always screaming DJ Khaled) pick
out 10 tracks each for the soundtrack, while also including 10 songs from past
games and music from «around the world.»
As described on Destructoid, Saito, Iwata and Shigeru Miyamoto would regularly meet up for tea and bounce off ideas for
games, and one particular
concept by Mr. Saito caught the Nintendo pair's eye: sculpting chunk — as in, the process
of creating watches, camera frames, Macbooks and more
out of metal.
But if nothing else, stick around long enough to see the 8 - bit prototype the team created, as well as footage
of an early
game concept that included an alien invasion
of Hyrule straight
out of Independence Day.
The
game featured a unique
concept: It melded the conventions
of a Bullet Hell shooter to a fighting
game framework that was, while not perfect, an addicting concoction unlike anything else
out there.
I've been toying with a simple
concept for the Trendy
Game from Link's Awakening, but I don't have a ukulele, so I'm sort
of out of luck.
I want to be positive about this as the
concept is sound but I think that the average
gamer will be priced
out of picking this new tech up.
When you say that a
game is 80 % complete and that a company has bought the rights to the
game, and the one picture you provide can only be found by you and at the bottom
of it is the chicanery
of having a Kinect logo, then you post a story with pics that, again, only you have and looks like
concept art from a
game that's already
out, you're clearly making up the news yourself.
I'm also helping
out @Matteusbeus on Tomb
Of Dracula for the Sega Genesis with some art and working on other
game ideas,
concepts and prototypes.
It also introduces players to the
concept of fair adventure
game and how that plays
out i.e. not having to look up everything in a walkthrough, building up patience and trust in the dev (+ the site) etc..
To me, THAT is what the real controversy should be, as it includes business models from big
games out there, often not even using loot boxes, that ruin the
concept of an even playfield in competition.