16099 shaares
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tagged
game-design
Dispo gratuitement en epub et pdf sur OpenEdition
Le créateur de Kirby et de Super Smash Bros a ouvert une chaîne YT pour parler game design
« Writing for Games: Theory & Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. »
^^
« Have you always wanted to make your own computer game? With the resources available today it has never been easier! »
La 2ème partie https://persenche.medium.com/the-design-philosophy-of-battletech-2-1132a0eb388
(de côté, pas encore lu)
EDIT : à propos d'un éventuel BT2 https://twitter.com/persenche/status/1328902615690711040
(de côté, pas encore lu)
EDIT : à propos d'un éventuel BT2 https://twitter.com/persenche/status/1328902615690711040
« An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. »
Avec un commentaire intéressant sur le fait qu'il y ait moins d'interconnexions dans DS2 et 3 :
« The problem is fast travel. In DS1 you don't get fast travel until late in the game so that profoundly shapes the level design in the opening half of the game. In DS2 and DS3 you're giving fast travel from the start so there is no impetus to design the game world for quick/easy traversal. » (https://www.reddit.com/r/darksouls3/comments/78a2uf/i_made_a_huge_album_of_landscape_screenshots_that/dot82xi/)
Sinon j'aime bien l'idée qu'on te montre la quasi totalité du monde que tu vas parcourir dès la fin de la 1ère zone (ou 2ème si on compte la petite zone de "tuto") : https://i.imgur.com/pEJDGMQ.png
« The problem is fast travel. In DS1 you don't get fast travel until late in the game so that profoundly shapes the level design in the opening half of the game. In DS2 and DS3 you're giving fast travel from the start so there is no impetus to design the game world for quick/easy traversal. » (https://www.reddit.com/r/darksouls3/comments/78a2uf/i_made_a_huge_album_of_landscape_screenshots_that/dot82xi/)
Sinon j'aime bien l'idée qu'on te montre la quasi totalité du monde que tu vas parcourir dès la fin de la 1ère zone (ou 2ème si on compte la petite zone de "tuto") : https://i.imgur.com/pEJDGMQ.png
En réaction au tweet de Jennifer Scheurle https://links.nekoblog.org/?iJ0wkg
Sa conférence à la GDC https://www.youtube.com/watch?v=2YdJa7v99wM
Un article de 2018 chez Gamasutra https://www.gamasutra.com/view/news/315652/Appreciating_the_magic_and_power_of_hidden_game_mechanics.php
Sa conférence à la GDC https://www.youtube.com/watch?v=2YdJa7v99wM
Un article de 2018 chez Gamasutra https://www.gamasutra.com/view/news/315652/Appreciating_the_magic_and_power_of_hidden_game_mechanics.php
« First shots from an enemy in BioShock always miss »
Plein de réponses au tweet de Jennifer Scheurle sont super intéressantes https://twitter.com/Gaohmee/status/903510060197744640
EDIT : https://twitter.com/LxFrancis/status/903604737806786560
@LxFrancis :
« This is about visual design rather than a mechanic, but ever since I noticed it (as a non-artist) it's informed my design decisions:
The scalable 'mountains' in games that feature them (Skyrim etc) are really just hills; they're super tiny, but the texturing, fog, surrounding features and so on all compensate for it and make it look like an epic mountain. So when you do make your way to the top, it feels great. Everything feels more epic even though these games' worlds are only a few square kilometres! Tiny! »
Jake Rodkin @ja2ke :
« Firewatch relies heavily on this! Our world is the size of Disneyland but seems like miles of outdoors because of deliberately tuned haze.
The best thing about this trick: Disney uses it in their modern theme parks. They paint haze into far back rocks to make Cars Land seem huge
Breath of the Wild goes nuts with this too. It's not a hidden mechanic but makes the world's landmarks very readable, short walks feel epic. »
EDIT² : https://twitter.com/Wracketeering/status/903520762283388929
« Firaxis XCOM is constantly fudging the hit percentage on shots if you play on easy/normal. (Post from GameFAQs) »
https://gamefaqs.gamespot.com/boards/655782-xcom-enemy-unknown/64396727
Plein de réponses au tweet de Jennifer Scheurle sont super intéressantes https://twitter.com/Gaohmee/status/903510060197744640
EDIT : https://twitter.com/LxFrancis/status/903604737806786560
@LxFrancis :
« This is about visual design rather than a mechanic, but ever since I noticed it (as a non-artist) it's informed my design decisions:
The scalable 'mountains' in games that feature them (Skyrim etc) are really just hills; they're super tiny, but the texturing, fog, surrounding features and so on all compensate for it and make it look like an epic mountain. So when you do make your way to the top, it feels great. Everything feels more epic even though these games' worlds are only a few square kilometres! Tiny! »
Jake Rodkin @ja2ke :
« Firewatch relies heavily on this! Our world is the size of Disneyland but seems like miles of outdoors because of deliberately tuned haze.
The best thing about this trick: Disney uses it in their modern theme parks. They paint haze into far back rocks to make Cars Land seem huge
Breath of the Wild goes nuts with this too. It's not a hidden mechanic but makes the world's landmarks very readable, short walks feel epic. »
EDIT² : https://twitter.com/Wracketeering/status/903520762283388929
« Firaxis XCOM is constantly fudging the hit percentage on shots if you play on easy/normal. (Post from GameFAQs) »
https://gamefaqs.gamespot.com/boards/655782-xcom-enemy-unknown/64396727