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iPhone - Review: Dungeon Hunter - Gamez.nl 34 minutes ago
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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.
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45 Creative Examples of My Little Pony Customization 38 minutes ago
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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
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Game Design, Psychology, Flow, and Mastery - Blog - Making Games Faster about 1 hour ago
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At last week's Unity engine conference, Flashbang Studios gave a presentation about how to make games faster
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GameSpot: WOW designer kicks off Austin conference on 2009-12-08
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"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."
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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.
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"The first thing we always do is we design depth first and accessibility later,"
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After focusing on the depth, the team went back and made the game accessible, starting with the user interface.
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"There were a lot of other games we saw where your newbie experience was trying to find your way out of your starting town, and we wanted to avoid that," Pardo said.
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The team's next mantra was "killing with a purpose," an idea that dictated the quest design philosophy.
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"With a lot of the other MMOs, you would just go out and the whole reason for playing the game was just to see that little experience bar move," Pardo said, adding, "That's actually really fun gameplay, but it's not particularly accessible to people."
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"Once you have all those deep, interesting game features in your game and you've done the accessibility, you need to get people from that newbie experience to the core experience," Pardo said. "It really becomes all about pacing."
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For instance, Pardo said the Mountain King, Blademaster, and Tauren Chieftain from Warcraft 3 were essentially combined into the Warrior class, which was given the thunder clap, critical strike, and shock-wave abilities of its predecessors.
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By preventing players from teleporting instantly to wherever their friends were adventuring or wherever their next quest was, the gameworld carries with it a sense of scale.
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There's this big assumption with polish that it's something you do at the end,
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We do the polish right from the beginning. It's a constant effort. You really have to have a culture of polish. It's something that everyone has to be brought into; it's something you really have to preach."
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"Don't ship until it's ready."
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Gaming Nexus - Arkadian Warriors - Review - by Cyril Lachel on 2009-12-08
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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
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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.
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I found myself simply avoiding most of the dropped treasure when I played the game, which defeats the whole purpose of this type of game in my opinion.
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I also enjoyed the fact that this game isn't too wordy, I'm sick and tired of Diablo-clones that spend ten minutes explaining a story you honestly don't care about.
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The one thing Arkadian Warrior does manage to get right is the actual hacking and slashing mechanic.
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While I'm sure that most dark dungeons would be dirty and ugly, the fact is that you're spending most of your time in these levels, so part of me kind of wishes that these segments looked more appealing. To top it all off, the various monsters are pretty boring and they are repeated over and over with different colors (to represent their difficulty, I have to assume).
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Arkadian Warrior isn't a bad game by any means; it's just a boring game that doesn't stand out in any way.
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Gaming Nexus - Arkadian Warriors - Review - by Cyril Lachel on 2009-12-08
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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.
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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.
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In total there's about six hours of this back and forth in the single-player campaign, all of which feels perfectly at home with this generic dungeon crawler.
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From the get-go you will have a choice between a soldier (who is good with blade weapons), an archer (who is good at long distances) and a sorceress (who floats around, looks good in a skin-tight blue costume and throws a mean fireball)
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When it comes right down to it, the most important part of making a dungeon crawler is giving gamers interesting dungeons to explore. This is the biggest problem with Arkadian Warrior; none of the levels are all that interesting. It doesn't help that most of the levels look the same, level after level you're asked to fight your way through the same boring caves fighting the same boring enemies. To make matters worse, all of these different levels start to blend together after awhile. The fact that there are slightly different textures and a subtle change in color doesn't alter the fact that you're essentially doing the same thing over and over for very little reward.
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Gamasutra - News - Special: Why World of Warcraft Made It Big on 2009-12-08
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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.
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low barriers, constant feedback that you're making the right choice, enjoyable rewards.
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Polish has been taken up as the banner, the rallying cry of game designers both in and out of the MMO genre. Meeting the high quality standard World of Warcraft has set requires an enormous amount of polish; so much so that WoW's success is often said to hang on the game's polish.
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there's even a magic globe that you can use to see a far-off locale you won't reach for another dozen levels or so.
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World of Warcraft's quest journal was a revolution. This system of directed experiences is another well-referenced reason for the game's success.
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Quests act as landmarks and signposts in what would otherwise be (and was, in previous games) aimless wandering and meaningless grinding for rewards.
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Designers know that the player will have to travel to one specific area of the map to carry out the task, and will end up in yet another part to turn in the quest. By seeding the hunting zone and the hamlet around Bob with further quests, interesting challenges, beautiful landscapes and a sense of danger designers are assured that players will have a certain level of quality in their gaming experience.
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Going back to the lowering of barriers to fun, WoW’s low system spec, the incredibly forgiving requirement it places on computers, is another pillar on which the game’s success rests. Despite this, many player cite the game’s pleasing presentation as a compelling reason to play
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The key is that Blizzard solved the ‘issue’ of graphics through artistic presentation instead of raw horsepower.
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There was a lot of interest in the genre, but nothing accessible enough to reach a truly mass market.
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Gamasutra - Features - Postmortem: Twisted Pixel's Splosion Man on 2009-12-07
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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.
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Gamasutra - Features - From the Ashes of Mythos: The Art of Torchlight on 2009-11-20
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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.
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Trials Dev Pirated Its Own Game to Drive Interest - Trials - Kotaku on 2009-11-09
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"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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