Sentences with phrase «in game design philosophy»

So that one game, that one instance becomes kind of a microcosm of this evolution in game design philosophy.

Not exact matches

Decided to do a major redesign in its app philosophy and design, relaunching on ios with an experience that's intended to be less about games and more about relationships and interesting conversations.
While Take Off — The Flight Simulator has no end game, no real sense of progression or an increase in difficulty, it's lack of a conclusion did not take away from the design philosophy the developers hoped to fulfill.
It's fun to play, has some awesome multiplayer and is a massive step forward from the first game in terms of design and philosophy.
Why am I just talking in depth about the design philosophy of the game instead of the gameplay?
[image4] More to the point, the «that's how it happens in real life» philosophy doesn't always work in video game design.
«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.&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.&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.»
He even goes as far as referencing Portal as a game to look up to in game design and philosophy.
Otherwise it was an impressively problem free experience, and the first game in quite some time where I didn't need to download a day - 1 patch and didn't spend a lot of my time cursing how games were getting kicked out of the door in such poor states Here's hoping Battlefield 5 manages to do the same, although it's clearly Battlefront's tighter focus and simpler design philosophy that has enable DICE to polish it up so well.
If I was writing a more philosophical piece I'd go into a few paragraphs here about how basic game design and philosophy really need to catch up with modern day gameplay, graphics and stories, but this is a review so I'm just going to let you know that this in no way should be a deal breaker either.
The PS Blog write - up for this game is really interesting, as designer James Petruzzi explains in explicit detail the procedurally generated design philosophy of the game.
But can a game that has its design philosophy rooted in 1996 still stay relevant among modern gamers?
I'd go as far as to say that I wouldn't worry about a game that Shinji Mikami was working on might be adversely affected by his trying to be «too Western», as he has proven his ability to unite the game design philosophies and settings from both sides of the Pacific in his past games to great effect, taking the strong elements of both and rejecting each side's weaker elements.
The designers could make major changes to the design philosophy of the game, as they did when they redistributed various spells to different colors in order to even out the usage of those schools.
In an interview with Game Developer magazine, Hirokazu Yasuhara, the chief level designer for Sonic the Hedgehog, elucidated on his design philosophy.
While Final Fantasy VII and Square's subsequent games were an assertion of the value of developing and designing a game with a story at the center of the experience, and using that story to assert ideas about politics economics, and philosophy, Dragon Quarter was a statement in return that similarly intelligent engagements of political ideas could be built into games of minimal narrative that still focused primarily on gamers» engagement with mechanics.
In essence, the design philosophy centered around building a rock - solid game mechanic that could be...
I keep looking in these announcements for something like «Blah - Bi-Dee-Blah: A New Online Co-Op Multiplayer Game Constructed in the Spirit and Matching the Essential Design and Philosophy of Guild Wars 1» with Heroes, Dual Classing, etc.,...: -LRB-
Our philosophy hasn't changed in all my time at Bethesda, which is we put all this effort into making these games, we'll put them out on as many platforms as will support the game as the developers have designed it.
Here I'll rattle off some games whose design philosophies are rooted in flow, reflexes, muscle memory — Geometry Wars, Bit.Trip, Rez — which I happen to be quite fond of and will play for the same purposes of indulgence or escapism as anyone else does.
Many action games have since implemented a menu system built on the overall design philosophy of the Ring Command, proving that some of the concepts from the formative years of video game design still hold great importance in the continued refinement of video gaming as a whole.
In this talk we analyze Super Meat Boy's traditional controls and Super Meat Boy Forever's two button controls with respect to each game's level design philosophy.
It's fun to play, has some awesome multiplayer and is a massive step forward from the first game in terms of design and philosophy.
It's all there, and it's all effective, but Williams» work is also built upon one of the most Japanese - specific design philosophies in the history of games.
You will learn why she feels partly responsible for the 80s industry crash but isn't particularly sorry about about it, why she moved from television to games even though she stood on a mountain with Tom Hardy and worked in the Tardis, that 90s Nickelodeon shaped her game design philosophy, that she is a feminist and makes games that are political and personal and is dedicated to exploring subjects unspoken, and that game design is a form of catharsis for her.
Sig Gunnarsson studied for an MFA degree in Game Design at the NYU Game Center and previously completed a degree in Creative Writing and Philosophy.
This design philosophy is a primary influence on how I think about design in my own games, but clearly my own games don't embody all the things that immersive sims grew to contain: emergent AI behaviors, a wide range of expressive player abilities, upgrades, weapons, stealth options, and more.
Back in 1971, Nolan Bushnell of Atari said «All the best games are easy to learn, and difficult to master,» a design philosophy now treated as instinctual by nearly every designer in the industry.
In the days before the latest set — Kobolds & Catacombs — releases to general audiences, we were invited to sit with Ben Thompson, Art Director, and Peter Whalen, Senior Game Designer of Hearthstone, to discuss not only the new set, but also what goes into making a new set, how their design philosophy has changed over the years, and even a little bit about the stellar work of Blizzard's in - house cinematic teaIn the days before the latest set — Kobolds & Catacombs — releases to general audiences, we were invited to sit with Ben Thompson, Art Director, and Peter Whalen, Senior Game Designer of Hearthstone, to discuss not only the new set, but also what goes into making a new set, how their design philosophy has changed over the years, and even a little bit about the stellar work of Blizzard's in - house cinematic teain - house cinematic team.
Despite some intense micro-management needed from the player, we said The Flame in the Flood was «a unique isometric survival game that has an incredibly consistent design philosophy...» And of course, the game is really gorgeous too as its launch trailer below will quickly prove this point.
The game is perfectly well made for what it is, and I had plenty of fun playing it in short bursts here and there, but at this point the series» by - the - numbers design philosophy is starting to lend the name «New Super Mario Bros.» a degree of unintentional irony.
The team also take a good bit of time to discuss the new Vive Pro, and what may need to change in VR game design philosophy t......
We are located in Utrecht, the Netherlands, and our design philosophy is to make games with a strong core.
Bungie has always held a special place in my heart for their map work on the Halo games, and that design philosophy transfers over well to Destiny.
While this design philosophy is certainly, in part, influenced by marketing forces to lure in new adventure fans as well as parents searching for family oriented entertainment software, it also hails a potentially dangerous trend of flash over substance in adventure game design.
As demonstrated in titles ranging from Demon's Souls in 2009 to Bloodborne in 2015, From Software has a very particular game - design philosophy.
marks a pivotal turning point in Sierra On - Line's gaming philosophy which has forever changed the face of adventure game design.
In the interview, we spoke in depth about the newly released Tales of Monkey Island series, the company's relationship with LucasArts, the challenges the developer faces on working within the whimsical conventions of the Monkey Island universe, and his own philosophy of designing adventure gameIn the interview, we spoke in depth about the newly released Tales of Monkey Island series, the company's relationship with LucasArts, the challenges the developer faces on working within the whimsical conventions of the Monkey Island universe, and his own philosophy of designing adventure gamein depth about the newly released Tales of Monkey Island series, the company's relationship with LucasArts, the challenges the developer faces on working within the whimsical conventions of the Monkey Island universe, and his own philosophy of designing adventure games.
(The two - primary weapon system is a likely culprit for the latter investigation, alongside a game design philosophy stubbornly rooted in simplicity at all costs.)
Thirdly, imitation is the name of the game in the smartphone industry, as manufacturers tend to follow successful design philosophies.
Done under the umbrella of Microsoft, Sea of Thieves promises to bring back the fun in games, with a ludicrous setting and an entire design philosophy that just speaks «fun».
But the company wanted to expand its design philosophy by creating «gamer - centric tech - life products,» thus Astro Gaming was created in 2006.
Asked about the possible addition of more elements of customization, he explained it was designed with a different philosophy than in numbered games like Gran Turismo 6 or a possible Gran Turismo 7 that might come in the future.
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