thayoost 's Profile

Member since Mar 28, 2007, follows 0 people, 0 public groups, 182 public bookmarks (183 total).

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  • iPhone - Review: Dungeon Hunter - Gamez.nl 34 minutes ago
    • Omgevingen zijn niet uitzonderlijk gedetailleerd, maar wel gevarieerd; de vele items, zoals kleren en wapens, geven de prins daadwerkelijk een ander uiterlijk en de dialogen en de filmpjes maken dit geheel af.
  • 45 Creative Examples of My Little Pony Customization 38 minutes ago
    • My Little Pony – Yes, they are toys for little girls, but that doesn’t mean they can’t be a source of awesome creative inspiration
  • Game Design, Psychology, Flow, and Mastery - Blog - Making Games Faster about 1 hour ago
    • At last week's Unity engine conference, Flashbang Studios gave a presentation about how to make games faster
  • GameSpot: WOW designer kicks off Austin conference on 2009-12-08
    • "We have a lot of goofy mantras," Pardo said. "Things like 'purity of purpose,' 'concentrated coolness,' obvious ones like 'easy to learn, difficult to master.' When you have a large studio and a lot of designers, it's kind of important that everyone understands your values and when you're developing that design culture, if you don't have these shared values, it's very hard for all the designers and developers to understand what you're trying to achieve."
    • The first Blizzard value is a donut, with the inner ring representing the core market for a game and the outer ring being the casual crowd.
    • 12 more annotations...
  • Gaming Nexus - Arkadian Warriors - Review - by Cyril Lachel on 2009-12-08
    • That's the other big problem with the game; it never feels like there's much of a reason for you to be performing these tasks
    • And that's not the worst of it, Wanako Studios has taken away the most addictive aspect of a dungeon crawler - the ability to pick up the enemy's dropped treasure/weapons.
    • 5 more annotations...
  • Gaming Nexus - Arkadian Warriors - Review - by Cyril Lachel on 2009-12-08
    • on. Unfortunately there's one genre that has until recently been ignored on the Xbox Live Arcade. I'm of course talking about the Diablo-style dungeon crawler, the kind of game where it's level after level of hacking and slashing.
    • In other words, it's exactly like every other hack 'n slash game you've ever played, only this time with achievement points and Xbox Live support.
    • 3 more annotations...
  • Gamasutra - News - Special: Why World of Warcraft Made It Big on 2009-12-08
    • Ten seconds after entering the world you've got your first quest. A minute after that you're in combat for the first time. Combat in World of Warcraft is simple, clean, and well-explained. Every step you take in your first hour of play is right down the path toward fun. There are no barriers, no insane design decisions, no hoops you have to jump through -- WoW lets you have fun, right away.
    • low barriers, constant feedback that you're making the right choice, enjoyable rewards.
    • 8 more annotations...
  • Gamasutra - Features - Postmortem: Twisted Pixel's Splosion Man on 2009-12-07
    • For a game that was made as
      quickly as Splosion Man, it worked
      out great to worry about the gameplay and the fun factor first, and then worry
      about how it looked as a distant second.
  • Gamasutra - Features - From the Ashes of Mythos: The Art of Torchlight on 2009-11-20
    • We are often asked how
      we're able to do so much in such little time. Besides the fact that Travis and
      others on the team do the work of three or four people, our structure and
      methods for essentially circumventing a traditional meeting unless absolutely
      necessary is a big part of this.
  • Trials Dev Pirated Its Own Game to Drive Interest - Trials - Kotaku on 2009-11-09
    • "Piracy is here, so how can we take advantage of that? What we did actually, on day one, we put that game immediately on all the torrent networks ourselves," Virtala said at the Develop Liverpool conference.

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