Sentences with phrase «something about game design»

The challenge is to play a game from start to completion - and learn something about game design in the process.
The goal of the column is to play a game from start to completion, and learn something about game design in the process.
The goal is to play a game from start to completion and learn something about game design in the process.
There is something about the game design that makes it possible, yet not optimal, to play the single player.

Not exact matches

He said it's better to pay five game designers to sit around for a year and think about and discuss, over lattes, the game they are going to design than to ramp up 200 designers and have them create a bad game because you can't stand not shipping something.
The presentation on USA Football's Heads Up program - a program designed to teach kids, and, more importantly, the coaches who teach the kids, how to tackle in a way that minimizes helmet - on - helmet and helmet - on - body contact, and one of the four steps in its Four Step Game Plan for improving football safety - was definitely worth hearing about and is a big step in the right direction towards taking the head out of football, although, again, I couldn't help but ask - at least to myself - what took them so long: teaching heads up tackling is something that MomsTEAM and one of our bloggers, former pro football player Bobby Hosea, have been promoting for at least four years!
The fact that I had a bit of difficulty figuring it out the first time pleases me because it proves that there is repeat value here, but there is something about being scolded by a fairy while playing a game that is primarily designed for children that can really ruin a day.
This works wonders in conjunction with the set design, which is clearly done to a tee, as you can play a never - ending game of «I Spy» picking out the tiniest details that say something about a character or the environment.
I have talked about the co-op before but I will bring it up here again, because it is something I love in a game and it appears to be well designed in Sniper Elite 4.
As an avid Terry Pratchett game (his books and Firefly are the only two things I've ever claimed to be a fanboy about) I cracked open the Discworld board game with something approaching nuclear - fission generating levels of excitement, but I suppressed that feeling quickly because board games are an art, their design tricky to master.
And in general, people who are obsessed with games understand something about coding, design and the Internet, or everything at once.
Achievements may not sound all that important at first, but their impact on design, buying and selling games have become far reaching and something that anyone interested in the Game Industry needs to know about.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
I suspect that if the developer streamlined everything they'd previously been working on, put all their effort into composing one fascinating quest rather than numerous generic ones, designed a concentrated game world instead of a vast and typical one, they might've produced something more than just another open world medieval fantasy RPG about defeating Sauron and saving the world.
The Stanley Parable (Davey Wreden) The Stanley Parable a story - driven first person game that invites its players to disregard the story and discover something else, perhaps a trope of video game design, perhaps an expectation about how story is supposed to work, perhaps a deeper understanding of themselves.
«Taking this particular game, a game designed around mouse clicks, and bringing it over to the game pad was something I was worried about at the beginning of the process,» Johnston told us as part of an in - depth interview on the George Fan - designed game's console conversion.
There's something very charming about this game, whether it's the cheesy pulsing Japanese rock, the touches of care in the model design or just simply the epilepsy inducing action of the flashing screen there's something to be said for Virtual On.
Audio design is something we don't talk about enough on PC Gamer.
I'll never forget something that I learned from the first professional Lead Game Designer that I met: when he gave talks to students about making videogames professionally, he challenged them to think about how they'd go about the game design for Jar - Jar Binks RacGame Designer that I met: when he gave talks to students about making videogames professionally, he challenged them to think about how they'd go about the game design for Jar - Jar Binks Racgame design for Jar - Jar Binks Racing.
Now usually I would chalk this up to simply a difference in taste but I think deep down I knew there was something special about team Ico's lead designer Fumito Ueda's minimalist approach to game design.
Game control design has not always been a simple matter of evolution down the years — more a case of thrashing about blindly and hoping something works.
Game control design has not always been a simple matter of evolution down the years - more a case of thrashing about blindly and hoping something works.
There's something very cool about its relationship to the Dreamcast (still the last console I've bought; got three of them) that inspires and spurs my creativity in my own DC game designs (which, unfortunately, don't get much interest in the homebrew community... oh well)...
And then we'd have to hear about you being perplexed as to how a 16 - bit character managed to emerge in an HD world, since apparently graphical design has everything to do with the «plot» (as if that were important in a 2D Sonic game — LOL) and something as simple as a model change needs to be explained by some sort of gay - ass backstory.
However, what Final Fantasy XV says to me is that this identity crisis and internal struggle about what makes a Final Fantasy game good is just as prevalent as it has ever been, as the game's lack of focus feels like something that comes from a lot of people drawing from different influences, rather than uniting under the umbrella of a cohesive design.
In other words, instead of assuming Papo & Yo's puzzles were designed by hopelessly incompetent puzzle - makers, why not consider the possibility that their simplicity communicates something essential about the story this game wants to tell?
We can use «simulation - ness» to talk about what separates the game design of projects appealing to functional (as opposed to purely visual) accuracy in videogames like Gran Turismo, Jane's Advanced Tactical Fighters, ARMA, Rainbow Six, or even MechWarrior 2 (which was designed as though it were an accurate, complex simulation of something that exists only in fiction).
Black: The Fall is a flawed game, but there was something about its dark, dystopian design that had me hooked and always ready for more.
The other aspects of making an RPG were more of a challenge, says art director Jan - Bart van Beek «It wasn't an easy transition going from Killzone to Horizon... we went from something we knew very well to something we knew very little about initially and it's been five years of learning how these games work, how these systems work, how the design of it works.»
Whether you want to know about the psychology behind why good game design works, why people act and think as they do when they play games, or how those who market and sell games take advantage of psychological quirks, you'll find something cool and interesting here.
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