RT @frequentbeef: A very interesting discussion about game design, changes to D&D with 4E, and how it might relate to video game design http://t.co/rDUK7Y1X52
Nicolas Campbell's insight:
This topic is in depth and is a very interesting read about the Abstract / Deterministic philosophies in games. The writer states, "No matter the approach you choose for your game, what is absolutely critical is consistency." which is definitely very true.
Assuming alot of the population has an iPhone/iPad these days, this App coul becom very handy if you were to be "on the go" and wanted to try out some flash animations when you have a EUREKA! moment. As stated in the topic, Flash is a great tool for the WYSIWYG layout.
"The connotation of video games is more than anything else, juvenile. If you asked 10 educators what they thought of video games, Initial imagery would probably be something along the lines of Super Mario Brothers and other colorful and iconic heroes stomping mushrooms and collecting gold coins. Something whimsical and silly and 'not for them.' That or Sandy Hook and violence. But over the last ten years, this seemingly unshakable juvenile tone has given way to something more mature and complex–something of increased detail, nuance, and tone. As hardware has gotten more powerful, games are not only becoming more realistic, but more ambitious, to the point where video game designers are able to full realize and populate a world that only words–and Hollywood–could evoke ten years ago."
This seems very true in a way, and very Streotypical also. Read later on in the topic, the writer states "This requires design, creativity, art, fiction, science, historical perspective, and the best of collaboration.", this statement is perfect for the topic, and is "reality" in every way.
How do your early video game experiences inform your design preferences? Game Developer magazine's Brandon Sheffield reflects on what designers can learn from their first video game loves.
Nicolas Campbell's insight:
This scoop goes into detail about Game Designers/Programmers and their first experiences with games, and how it implements quite largely into their projects. The writer states "The kids of today expect autosaving, persistence, checkpoints, and massive interactivity on a Minecraftscale.", this is boldly true and is a huge part of designing to keep in mind, I find it ironic that the player is stated as a "Kid".
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