Sentences with phrase «make game design decisions»

For most game designers, the excitement of making an MMO for the under twelve set is quashed by the idea of having to make game design decisions aimed at reducing the odds your game becomes a pedophile's wet dream.

Not exact matches

The decision was made early to build the experience around quizzes and games designed in «Flash» software and to carry over some of the visual values of the TV series.
With all of the great decisions made with the game's design and the obvious care from the developers, it's crazy to see how something as simple as playing online has become a hindrance on my time with the game.
I enjoyed this DQ game on the console it was designed for long long ago but given what I've read about the many bad decisions made in creating this lazy iOS port I can't justify the purchase price.
And on top of that, there are numerous bugs and design decisions that make playing the game frustrating at times.
This competitive online game requires decision making for all aspects of product design and financial management.
This article is the second in the behind the scenes design tips series, exploring design decisions we made while creating a «game show» experience for an instructor - led new hire course.
It is sort of a role - playing game, but designed in a way that gives you an opportunity to immerse yourself in the situation, make decisions and gain knowledge in a more guided environment.
As Sottile and Brozik (2004) noted, «Well - designed simulations and games have been shown to improve decision - making and critical thinking skills» (p. 2).
«Design decisions were made that have made D2 a less engaging, and less distinctive, game than D1.
that was a decision we took, to delay the PC version, to take advantage of DX11, purely because we weighed it up and said, look, what it allows us to do is make the best - looking racing game that has ever existed,» game design manager Ralph Fulton told Videogamer.
According to the video the real reason that Watch Dogs was delayed by Ubisoft is because the Xbox One's online network is months away from operating correctly, and since Watch Dogs is a game designed to be online at all times Ubisoft made the decision to hold off on the game's launch until both the PS4 and Xbox One have had updates to stabilise their online functionality.
It's worth the effort, though, as this is a thematic and very well designed game that places you into the role of a person stranded on a mysterious island who must survive the random events that will befall you every turn while trying to make good decisions about building shelter, hunting animals, creating items, gathering resources and exploring the island.
The Entertainment Software Rating Board (ESRB) ratings are designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision.
Unfortunately some curious design decisions dampen the whole affair and the game suffers as a result, relegating the most entertaining elements to making intermittent appearances bookended by moments of sheer frustration or, even worse, boredom.
Maintaining this solid frame - rate drives a lot of the design and technical decisions made during the early phases of a game project.
Design decisions for the project were mostly made by Le, with Cliffe working on maps and, perhaps more importantly, coordinating the community of players — an increasingly vital role in game development.
Although the new charts are not the most elegant in terms of design, this added data might help consumers make a more informed decision about whether a game is good enough to purchase on Steam, which is ultimately what user reviews are intended to do in the first place.
Both of these things are deliberate design choices made to make the game more accessible for newcomers, and I'm not going to be counting those decisions as negatives toward the final score because I understand the reasoning behind them.
I'm not going to re-tread these points (but you can HERE if you would like read it) but the TL; DR version is that the game is more fun to play because of the design decisions made by Epic.
The PSP may be marred by a poor design decision, but it more than makes up with this with a plethora of fantastic games and I look back on it very fondly.
It seems developer IO Interactive purposefully put more sting in the weapons as its difficult to keep your reticle on target, but in a game all about stealth I enjoyed this design decision and it made me think twice before giving up on a carefully planned approach to instead shoot my way out.
It's that design decision by Polyphony that's helped make even the hit / miss Gran Turismo 5 one of my favourite racing games available on consoles (and I hope it's a point mentioned in the upcoming documentary «Kaz» if Polyphony CEO Kazunori Yamuchi was directly or partly responsible for that feature being associated with his legendary gaming series), and I hope it'll also allow me to equally love Forza Motorsport 5 should I ever have enough disposable income going spare in the near future to justify spending almost # 500 collectively on the game and the console it operates on.
Occasionally we'll come across some design decision / level / section or the other that genuinely makes playing the game feel like a «waste of time» as most people often claim.
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
It was a shrewd decision, not only because it tied into one of the most profitable parts of their business but also allowed a huge amount of design leeway in making an interesting game.
However, despite there being no online leaderboards; there is a statistical analysis of the decisions that you have made during each episode in comparison to the decisions that everyone else who has played The Wolf Among Us has made, which is a positive design choice in the sense that it provides you with an in depth look at if you have made the correct decision or if you were incorrect in the eyes of a certain percentage of people who have played the game.
However, despite there being no online leaderboards; there is a statistical analysis of the decisions that you have made during each episode in comparison to the decisions that everyone else who has played The Walking Dead: Michonne has made which is a positive design choice in the sense that it provides you with an in depth look at if you have made the correct decision or if you were incorrect in the eyes of a certain percentage of people who have played the game.
Attending an accredited game design school will help you make that decision by exposing you to multiple aspects of the game design process.
The Game Design Forum's attempt to completely reverse engineer all of the design decisions that made Chrono Trigger so a classic gGame Design Forum's attempt to completely reverse engineer all of the design decisions that made Chrono Trigger so a classicDesign Forum's attempt to completely reverse engineer all of the design decisions that made Chrono Trigger so a classicdesign decisions that made Chrono Trigger so a classic gamegame.
Getting a degree in any field is all about eventually getting a job, so before you make the decision to jump into game design, salary can be a big part of your decision making.
Using Darkest Dungeon as a case study, Chris explores creative direction and shows us how it can be used to fine tune game design and streamline decision making.
«Design wise we believe that a series of ups and downs, a rollercoaster of decisions so to speak, is the best way to make the player feel engaged and care about what is happening inside the game,» said Fabio.
Clearly Nintendo took a fair share of game design inspiration from The Legend of Zelda: Breath of the Wild, because here, just as in that game, you'll be making your way to the top of high vantage points, surveying your surroundings, and making your own decisions on where to go, based entirely on what you can see.
Despite some strange design decisions, the SNES Classic's phenomenal game library ultimately makes this system worth the cash — assuming you can actually get your hands on one this time around.
Online interactions are not rated by the ESRB ESRB ratings are designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision.
However, despite there being no online leaderboards; there is a statistical analysis of the decisions that you have made during each episode in comparison to the decisions that everyone else who has played The Walking Dead has made, which is a positive design choice in the sense that it provides you with an in depth look at if you have made the correct decision or if you were incorrect in the eyes of a certain percentage of people who have played the game.
Two specific design decisions make that statement a true one, but let's cover the basics for those who may not have the encyclopedic knowledge of the first games the rest of us do.
Promises were made — how can you keep them, how does it influence your game design decisions?
Maxis says «always - online» wasn't a DRM requirement forced onto them by EA, but a design decision to make a better game, as hackers produce mod that allows for offline play, as well as the ability to destroy anyone else's city
Can «bad» design decisions make a game «better» in some sense?
I make decisions on how the game's systems and mechanics will behave as the player interacts with them, as well as designing levels that bring the most out of these systems.
While the base of a fun game is here, it's nearly every design decision made around this core gameplay that detract from the enjoyment.
Capcom made a conscious decision that, by making Mega Man 9, they were continuing off the lore and character designs of the games that came before it in that particular series.
I'm also going to be recording a making of video like we do for Guerrilla Gardening with some technical details, and discussion of design decisions when making a single button game that would be played at a large social event.
The rare (but still frustrating) instances where I have stumbled upon these kind of problems (usually in adventure games of epic size) can be easily explained as rushed decisions made to meet the deadlines rather than the results of no one caring about such things (i.e. misguided design principles).
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.
You will however, not find any Nazi symbols in the game despite them being the chief enemy, thanks to a design decision taken to better allocate game funds to make the game better, if you read the explanation from the developers.
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 limitations of the intended platform or the consequences of a game mechanic may force you to make tough decisions about your designs, but I find that this is where some of the best creativity happens.
a b c d e f g h i j k l m n o p q r s t u v w x y z