Sentences with phrase «philosophies about game design»

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.
Why am I just talking in depth about the design philosophy of the game instead of the gameplay?
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.
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.
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.
Danc has written a nice post about the design philosophy behind the game.
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.
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.
It's not the best example of this approach to game design, but it had me thinking about those design philosophies and how important they are to gaming as a whole.
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 team.
Today, Killian answers questions from both Shacknews and Chatty's ShackFighter representative, bcyde, about the game's design philosophy, updates, and what the game's future holds.
And this leads to FFXV's most contentious or controversial game design of all — FFXV is a «goldilocks» kind of game, or a «jack of all trades, master of none», perhaps brought about by almost a decade of development quagmire, shifting priorities and design philosophies.
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 games.
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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