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 g
Game Design Forum's attempt to completely reverse engineer all of the design decisions that made Chrono Trigger so a classic
Design Forum's attempt to completely reverse engineer all of the
design decisions that made Chrono Trigger so a classic
design 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.