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.