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ActiveUnique

Member Since 22 May 2013
Offline Last Active Today, 09:20 AM
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Posts I've Made

In Topic: Do you think an education bubble exists in the US?

16 July 2014 - 07:30 PM

....

I agree. I'll never defend the US K-12 system in a dispute. Even after I found a school with teachers who meant well, it was pretty much a big experiment. Nobody knew what the kids were taught, they had to segregate well-behaved children from troublemakers for an entire year at the start of middle school.


In Topic: Hub worlds and their use

02 May 2014 - 08:28 PM

Speaking of pacing. If you have a story driven game, you want to control the pacing to make peaks and troughs of action to imitate a movie or book experience. One where the player knows now is a good time to take a break. When they come back to the game there would be no instantaneous rain of gunfire, or flying spiked balls that set them back 20 minutes.

 

On the other hand strenuous action games are known as the addictive types, so a hub world is reducing the stress, if only for 10 seconds.


In Topic: Hub worlds and their use

30 April 2014 - 06:32 PM

In order to make an interface between worlds that feels more in character, we can use hub worlds.

 

While a level advancement system can look like anything without breaking character, they'd still require a sense of travel. In other worlds, we have fast travel, so if we didn't want to take the walk there's a nearly out of character interface for reaching old locations without spending 5 minutes riding a horse.

 

A simplified level advancement system would be displaying the world in something as simple as "Level 9" during transition. But as you could certainly understand, jumping into a desert land after riding the ocean roller coaster with nothing but a number to signify this shift is non sequitur, and less likely to be taken serious.

 

Thus the hub world that binds all others can be introduced, and rather than simply numbers you have locations that signify you've gone places. In some cases the hub world is a fancy stage select screen, in others it changes to reflect your progress and may contain something  you'd expect to find in the regular levels - conflict, hidden secrets, towns; all of this improves immersion, and the game would be much different without it.


In Topic: EleMental - MMOFPS [Feedback/Discussion]

29 April 2014 - 12:59 PM

This article brings up how a smash bros clone completely lost its head

http://keithburgun.net/smash-bros-decapitated/

 

After i finished reading it, I noticed that the emphasis of the article was similar enough to a play. Each encounter adds depth. You could have a complete game and still lack depth, so in order to get people thinking about it, you need depth.

 

I have an idea of what the most common depth enhancing elements available are. It's very similar to "the hero's journey" aka Monomyth. If you read the wikipedia article, it'll even mention that some stories focus on very few, or one specific part of the journey.

 

I isolated the most common storytelling elements, but that's not important atm. Here I'll let you know what players are used to in action games.

 

All elements add depth (do not confuse them with special effects)

 

What action games have.

As you play, there is always progress, meters and gauges are filling and emptying. Marks are being given and taken away based on how well players are doing. There's a scoreboard, and a determined condition when the game is over. What all of this means is that the instant someone succeeds, everyone knows and are allowed to make decisions based on it (it makes the experience fluid and every player will have a sense of control).

 

Action games lack imposing negative side-effects and set-backs. So be aware, if you include something like respawn timers, cooldowns, and reloading; these are all meant to prolong, what is still an extremely short lifespan for the average fps victim.

 

I also read that fps games have the story built right into the level design. here

http://worldofleveldesign.com/categories/cat_level_design_tutorials_tips.php

 

I don't remember which one brought it up, something like this one: http://worldofleveldesign.com/categories/level_design_tutorials/cover-object-placement-for-level-design.php

 

The point was just that if you make a level you need to give players something to indicate they're doing it right, or wrong. A player who grabs cover and survives a long time is doing it right. The player who comes up behind and shoots him is doing it right, and if he properly takes over that cover, the story goes on. Possibly the whole point is for player after player to try and capture the cover. I think that covers it.


In Topic: Life, the worst game design of all.

29 April 2014 - 12:18 PM

It is no surprise that life looked from a game designer's perspective is badly layed-out, boring and frustrating; since it wasn't meticulously planned. There is no game designer, and if there is, it(he/she) sucks at it.

How would you design it?

Have you seen "No game no life?" It's an anime. The first episode lays out one potential perspective of a cynical and somewhat twisted rational of a  game enthusiast duo. They are then introduced to a new world and 'the game,' would have a completely different meaning there.


PARTNERS