A to inny schamacik dla twórców
Czasem warto zobaczyć, jak inni na to patrzą za writing for video games steve ince
Czasem warto zobaczyć, jak inni na to patrzą za writing for video games steve ince
Tworzenie gierRok 2008 ZA Picture Yourself Creating Video Games Jason Darby
“How the players feel during your game is far more important than if the game is about Cthulu or if worker placement is your main mechanic. First, figure out what you want players to experience, and then build out your… Continue Reading
Chris Crawford to jeden z “tych wielkich” gamdevu. Autor nie tylko gier przełomowych, ale także publikacji. No i, rzecz jasna, teoretyk game designu, a przy okazji założyciel Game Developers Conference. Would you describe the game development as like the voyage… Continue Reading
There’s a classic Chinese martial arts movie based on the legends of the Water Margin. At one point, two of the heroes square off for a duel. They stand watching each other across the town square, poised in kung fu… Continue Reading
A good role-player is someone who plays in character and doesn’t let player knowledge interfere with character knowledge—doesn’t let what happens in the game interfere with playing the game on a player level. He plays the game in the game… Continue Reading
Dziś w Stage Zero jest – “reklamuj na steam” Grafika za A player-centred approach to digital game design Jonathan Sykes
There are further examples of seemingly innocuous things in virtual worlds that can have real-world effects on people. In MUD2, there is (among other things) a piece of ham that characters can eat to restore lost stamina. Should a real-life… Continue Reading
Opisał ją węgierski psycholog, Csikszentmihalyi (w zasadzie to Mihály Csíkszentmihályi). Oto jej wersja bardziej growa: Eight elements of the GameFlow model: concentration, challenge, player skills, control, clear goals, feedback, immersion, and social interaction: Games should require concentration and the player… Continue Reading
“Game design is an iterative process. It’s all about failure, watching how the game doesn’t work, and learning from it. That usually involves sweating over a new tweak, figuring out how to implement it, printing and slicing all the components,… Continue Reading