Not exact matches
Herzog shows no interest
in social media, instead aiming his curiosities toward more illuminating topics that we likely take for granted: how a
multiplayer game about biomolecules was able to crowdsource scientific discoveries, or how an autonomous - car engineer must deal with the ramifications of a.i. not
understanding the values of human society.
I
understand that when it comes to
multiplayer games that there is no pausing, but
in a
game like this, when I'm playing career mode and I'm not racing with friends, it just seems unnecessary.
Discovered by M2G, the LinkedIn listing, posted last Tuesday, calls for an individual with «a broad
understanding and experience
in both
multiplayer and single player
game design» and uses the words «action,» «shooter» and «realistic» to describe the project; we're hopeful this doesn't mean Activision has branched out Call of Duty to yet another studio?
I also
understand that testing a
game can't always find every potential problem, especially
in the case of something like Battlefield 4 which is primarily
multiplayer.
I
understand this is a
multiplayer beta test and a proper training mode will be
in the final version of the
game, but it still would have been nice to have some kind of practice mode I could join
in order to hone my skills without some pending real - life opponent waiting
in the metaphorical wings.
I
understand that the draw of the Battlefront
games isn't a campaign, however, I can't help but to remember another EA joint that released last year
in a similar
multiplayer only package.
Developer: Dark Energy Sports Publisher: Dark Energy Sports Singleplayer: Yes Splitscreen: Yes
Multiplayer: Yes PEGI: 3 + You can
understand some
games being focused on realism, despite being virtual representations of the real thing it can alow us to experience something we may never
in real -LSB-...]
This is a
multiplayer shooter, so I would
understand a newcomer booting up the
game and expecting the same audio - miscellany we've come to expect from almost a decade of somewhat homogeneous military shooters dominating the market, but they'd be
in for a huge surprise.
With the insane success — both
in terms of popularity and finances — that Dota and League of Legends spawned, you can easily
understand why
game studios latched onto the
multiplayer online battle arena (MOBA) as a relatively quick cash grab.
I don't know that Ubisoft has ever done a cross-buy title, but while I kinda get it for a larger
game like Rayman Origins, where two dedicated versions need to be created (
multiplayer on the PS3 version, touch controls on the Vita version), I really don't
understand why they didn't give it a shot with Child of Light, which is not as large and undertaking, and very much
in that indie space where cross-buy is the norm.
Set aside for a moment my graphic design day job, too: menu systems and general interface design can make or break local
multiplayer experiences, as new players need to be able to dive
in immediately, and they're also crucial to playing import
games, as if it's done right, you know what each button and item does without having to
understand any of the language.
Every time I watch one of my sons interacting with strangers from anywhere
in the world via «massively
multiplayer online
games,» I think there must be ways to use that kind of architecture to foster
understanding and communication.