|
Post by ChloeB42 (Alexcalibur42) on Aug 16, 2015 14:04:59 GMT -5
(There is one brave soul out there who swatted down a sentry with a Homewrecker.) *insert image of Heavy throwing Engineer's mistress at a Sentry gun*
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 17, 2015 23:15:05 GMT -5
Top-down design is where you take something from reality and convert its features into a game. For instance; when implementing guns in a military shooter the developers have to weigh out things like fire rate, caliber size, and weight to give an idea of how the gun will perform in-game. The AK47's going to have lots of kick, a lot of punch, a low fire rate, and 30 rounds in the magazine by default. Almost every game has some level of top-down design in it these days.
Bottom-up design is where you have a unique design in-game. If there was explanation to how it worked, it would give an insight on what the made-up universe is like. It's not seen as often, but it's more likely to happen in video game universes that go all-out with their style. Maybe you get a rifle that looks like a weird AK47- only to learn that it's chambered to fire 7.92 Mauser rounds.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 10, 2015 18:21:22 GMT -5
Day9's theory on what makes a competitive multiplayer game interesting.
If you don't have 30 minutes here's the TL:DW version: ENGINE - What is driving your players together to make them interact? STRATEGY - What permanent/semi-permanent elements of the game must the players try to conserve or budget? EXECUTION - What skills must you hone in order to play this game optimally? CONTENT - What is keeping the game from forming a meta for too long and making the game stagnant?
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Oct 23, 2015 18:05:43 GMT -5
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 23, 2015 23:51:10 GMT -5
I don't mind my primal instincts being tapped into. So long as I don't notice it, anyway. Once you learn that Cookie Clicker is just a Skinner Box for humans it hits you hard.
This article hints at why we love random loot in general. It's this idea that we get more dopamine when we don't think about what we're getting until we get it. There's this element of surprise, and it mimics the unpredictable nature of the real world. Here's a box that randomly spawns into the world. We know it's full of valuables, but we have no idea exactly how much. The anticipation alone is what makes people gamble despite the obvious fact that the odds are against them. If we know what's going to happen the surprise would be ruined and the dopamine surge would go away.
Randomness is a powerful tool when used right, and something that creates a lot of complexity through a simple system is what good game design is all about.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 27, 2015 15:51:58 GMT -5
Four years ago someone named Errant Signal released a video on making video game adaptations. I thought it was interesting considering how this issue continues to be relevant to this day.
Applying these lessons to today it's noticeable how many more successes there have been in recent years. The Witcher 3 is an especially well-done game that parallels Batman: Arkham Asylum in how well it turns its source material into its own cohesive game. Games like Shadow of Mordor, and many Telltale Games also do this adaptation thing well.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 15, 2016 16:48:18 GMT -5
Lol
|
|