Whether you want to know about the psychology behind why
good game design works, why people act and think as they do when they play games, or how those who market and sell games take advantage of psychological quirks, you'll find something cool and interesting here.
Tequila Works» upcoming title may be easy on the eyes, but it's staying power will be judged based on its ability to connect with the player — a facet that has underpinned
good game design for generations.
Developer Naughty Dog took everything it learned from the Uncharted series about engaging play, emotionally - resonate storytelling, and plain old
good game design and cranked it up to eleven.
Slick, quick, and perfect for gamers who like to be challenged with
good game design and test their abilities.
«We always made a «large scope» for our games and making one game a month we can think small and focus on what's important, it's going to be
a good game design exercise for us.»
In the end this doesn't even need a difficulty setting, but rather just
good game design.
And the main thing I'm getting from this is a firmer belief that cinematic camera angles are the enemy of
good game design.
You're presuming that because you found out about the trick where you can knock the bird against the wall and get a bunch of extra lives, that it's
good game design.
You have also experienced the whole development lifecycle and know the main principals of
good game design.
A large part of
good game design is ensuring that poor controls or confusing levels don't obstruct this flow state.
It seems it's a good day for
good game design, as not only did the audio visual feast that is Wave Trip [$ 1.99] launch earlier today but we stumbled across another incredibly stylish little game called Wide Sky [$ 0.99] from
This is Jotun's most notable example of
good game design, because the boss fights carry over elements from the prerequisite levels, ensuring that the player is not blindsided by new mechanics.
That said, this challenge isn't solely down to
good game design.
There is a game that is damn popular, but not really treated as a piece of
good game design, but merely a lucky case of good propaganda is HandDrawnGames Desktop Tower Defense.
«When you start a studio you want to have a philosophy for the overall studio as far as what the pillars of the studio is founded on, and then you also have
good game design philosophy,» he said.
I just appreciate
good game design.
Good game design happens when you view your game from many different perspectives, or lenses.
I can no longer stomach
good game design.
The lack of standards in writing
good game design documentation has resulted in most designers and design teams shooting from the hip, throwing everything but the kitchen sink into a game design document, and then being flabbergasted when programmers choose not to read them.
However, I'm willing to accept that there could be
some good game design reasons out there; it's just that none of them have been used yet.
There are some real, tangible reasons to use asymmetry, it's just that almost none of them are
good game design reasons.
What we need, is a return to
good game design, in games big enough to be worth that 20 bucks, because these guys cant survive on those buck games, and frankly, neither can I. And honestly, on an even playing field more akin to what we used to have, some of these games would get noticed for being great games despite not having the best production values in the industry, and as a result the next game would warrant the investment on higher production values under the promise of an ample return of investment.
Since then, I've been obsessed with the escapism of virtual worlds and the exploration of what makes
good game design, to the extent that I'd spend hours developing imaginary games with friends or sketching whole casts of characters when I should have been paying attention in class.
Its neither clever or
good game design.
He has proven time and again he understands
good game design, and has a very open fervor and commitment to trying to make good games.
Social game makers think
a good game design will retail players, and keep them in a retention box — but Reynolds says it's the parts of games that are designed by game designers that monetize well.
But there is a growing trend for developers to rely on that as the only showcase of what they consider
good game design.
And yet the ideas about what games are and what is
good game design seem, to me, stuck.
By now you have probably noticed that many points are convergent with general guidelines of
good game design and practices that for some time now have been gaining in popularity.
::) Damn it, Nintendo, I used to think you were smart enough not to map essential game functions to unreliable controls, but I guess you're just too busy counting your profits from the Wii to care about
good game design all the time anymore.
Telling the player exactly what consequences will occur depending on their actions is not necessarily
good game design.
But there's
good game design behind all the feathers, too - witness this smart approach to the genre on cellphones: «Because of the extreme control limitations every mobile game faces, it was clear to us that trying to emulate arcade - style fighting would just lead us to an over-bloated and clunky experience.
Imagine having to play a mission you didn't care about the first time round a second time, this is not
good game design and it is clear Kojima had given up fighting Konami by this point and the rush to release had begun.
Minit is an experiment in limitation, whose sole purpose is to prove that
good game design can shine through, even if it only has a minute to do so.
More sophisticated educators understand both the complexity of game design and the experience of gameplay, seeking to create a badge - driven system that is informed by
good game design and applies those lessons in localized and appropriate ways for learning.
Its neither clever or
good game design.
The clear winner in
the Best Game Design category was Orcs Must Die!
Honestly, the fact that Age of Empires II HD already exists with a bevy of content and expansions and just all - around
better game design, renders this as a bit of wasted effort.
Probably to get it really good I would have had to have spent a lot of time testing and replaying those puzzles, and doing that kind of iterative process you do for
good games design, whereas I'm much more interested in the world explorational aspects, and the more narrative aspects of gaming, which makes sense because that's what I do.
The idea reminds me of Snapshot by Kyle Pulver and Peter James that was nominated in IGF for
best game design last year.
At Casual Connect the Slashy Hero game has won
the Best Game Design and Best Mobile Game awards.
The game is an expanded version of the award - winning Conga Master, which just won «
Best Game Design Award» at Tokyo Game Show 2017's «Sense of Wonder Night» awards ceremony.
This two person team from Vancouver, BC, took home two of the most coveted awards,
BEST GAME DESIGN and MOST INNOVATIVE GAME.
BEST GAME DESIGN Winner: Splitter Critters by RAC7 (Canada) Nominees: Mind the Traps by Dissonance Entertainment (USA) Asura by Ogre Head Studio (India) Pocket Plants by Shikudo (China)
Monaco by Pocketwatch Games is one of these games, and it happened to grab both the awards for
best game design and the Seumas Grand Prize.
For
the best game designed with rich player character customization and progression, including massively multiplayer experiences.
Hitman GO for mobile was honored for
Best Game Design and Best iOS Game in the 2014 Canadian Videogame Awards.
The nomination ballot and further details about the Choice Awards are now available online, with the categories this year including Best Audio,
Best Game Design, Best Technology, Best Visual Arts, Best Writing, Best Debut Game, Best Downloadable Game, Best Handheld Game, Innovation, and Game of the Year.
Best Mobile Game &
Best Game Design: Slashy Hero by The Gentlebros Pte. Ltd. from Singapore
Best Game Design German Computer Games Award 2015 Best Story, Adventure & Youth Game German Developer Award 2014 Best Game in Show Audience Award Casual Connect 2014 Best Project Game Connection Europe 2012