Mark of The Ninja is a good game to play if you want to get into game design. Since its indie, it gives a very simple and clean example of a good game without any of the triple A touches and additions that big budgets allow for.

Andulka

★
dirt enthusiast
Peter Solarz
Cosimo Galluzzi
PUT YOUR BEARD IN MY MOUTH

祝日 / Permanent Vacation
noise dept.
$LAYYYTER

No title available
RMH
Today's Document
🪼

pixel skylines
AnasAbdin
taylor price

#extradirty
d e v o n
art blog(derogatory)
macklin celebrini has autism
seen from United States

seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
seen from United States
seen from United States
seen from Mexico

seen from Germany
seen from United States

seen from Malaysia
seen from Malaysia
seen from Brazil

seen from Malaysia

seen from Georgia
seen from Mexico
seen from Mexico

seen from Germany

seen from Malaysia
@anaspiringgamedesigner
Mark of The Ninja is a good game to play if you want to get into game design. Since its indie, it gives a very simple and clean example of a good game without any of the triple A touches and additions that big budgets allow for.
If you're wondering what the first reason was, go to my page and scroll down. I'm glad I bought this game, when I played Animal Crossing when I was younger I never noticed any of this stuff. Wanna learn more about habituation?: http://www.youtube.com/watch?v=hQtFo_E_Ea0
I don't like to text dump, so i'm gunna put the next reason in the next post. I've been playing this game too much, sooo might as well do some analysis on it.
In case anyone's wondering what's taking me so long with the next game design tidbit....
Many games revolve around choice, generally the more choice the better, great games like Bioshock tend to have so much choice that much of is left untapped. Sometimes its untapped in favour of Fuu strategies... This was a great way to counter-act that. That's why this was one of the most interesting things I picked up from Bioshock. By the way, I keep meaning to say: if i didn't respond to your comments, its not because i'm an anti-social prick. Its just that I literally don't know how. I keep getting weird error messages when I try to add notes...
I'll admit, I wasn't going to buy this game after how grueling Last Specter was as the FOURTH game in the franchise. But I heard some good things and was glad to pick this up. It doesn't look like much changed but the game is actually pretty refreshing. The setting of Monte d'or is bright and original for Layton games and the team really worked hard to refine a smaller amount of puzzles; which certainly beats the attitude of the last game. "Hey guys! Guess what?? MORE PUZZLES THAN EVER BEFORE!" Quantity over quality much Level 5?
Sorry 'bout the wait guys. I had exams and a martial arts tournament I had to prepare for, not to mention coding for the next play-test my friends and I are running. So I kinda took a small break from this.
I've also done a bit of a rethink about this and decided I'd produce more interesting notes if I only upload when I notice something interesting; rather than trying to find something to talk about each week.
I've been wondering. Its hard to tell how much text I can get away with before people turn away in disgust. Do you guys think this is too much text for people to avoid stopping to read?
This is probably one of the first tidbits of information I picked up when I started analyzing games... ahhhh the memories...
..Ahem! Also, Paper Mario 2, favorite game of all time!
As a bit of a break from my usual stuff, here's a little sneak peak at the prototype of the game that I and a few others are designing. If you're looking at getting into game design, you should learn a bit, if not a lot of programming.
To help, check out wibit.net. My god, those guys are amazing, they make learning programming FUN!
I myself, am slowly progressing. I'm not the sharpest tool in the shed so code isn't exactly my strong point. But with a little determination, i'm sure I'll be able to code an amazing game one day.
I think I'm getting better at breaking up the text now. I gotta admit, its hard to fit some of my thoughts on game design into entertaining and edible chunks. But hey, we're talking about entertainment! It be a mockery of myself if I didn't at least try to make it FUN! Question marks because I like group discussion?
I feel like this one came out really well.. At the very least its not a mush of color and text walls... >.>
I think we should take a small break from looking at individual games, hows that sound? Next week i'll write a note about something I've noticed in game design in general.
Question marks because I like group discussion?
ooooohhhh.... Can... Can I just say, Paper Mario, (2 specifically) is my all time favorite game. This game is just... amazing. I could talk about it for hours. Don't give me Sticker Star spoilers in the comments please. For some reason I haven't played it yet.
Wanna know more about "Elegance in game design"? http://www.youtube.com/watch?v=jVL4st0blGU Question marks because I like group discussion?
Now for the record, i'm not saying the heavy is OP or JUST for noobs. When used well, the heavy has the potential of any other class for about the same skill level. Its just that when the enemy blindly runs round a corner (like they usually do) or otherwise makes a mistake, the heavy has a huge advantage. In a way, its more like the opponent being stupid than the heavy being overpowered.. :/ Oh! If you want to learn more about this concept in game design, check out the Extra Credits episode: http://www.youtube.com/watch?v=EitZRLt2G3w
See? Told you I don't play JUST Nintendo games! ... Well actually I never said that but.. you know.. whatever. Note number 'something' Enjoy! Question marks because I like group discussion?
I wonder if this worked correctly, I set this to publish one week after the last note... But i'm away this week, so I won't know if its worked...
Anyway, I just wanna say that... I LOVED the "funny room" in 'To The Moon'. What you find in that room is just so incomprehensible that I just COULDN'T think of a single way to explain what I saw. Question marks because I like group discussion?
Awww yeah! Told you I'd get this one done on time! One of you guys/girls asked me about narrative in games a while back. I mentioned an indie game called 'To The Moon'. This is where I start to talk about it properly. This game... its just... its... ASHFBDLKFDLF Question marks because I like group discussion?
You've brought up Skyward Sword twice now. What did you think of the sky over world, in comparison to the over worlds in other Zelda games? In particular, in comparison to Wind Waker's.
Guuuuhhhhhh... Such... A wasted... opportunity... So it might just be my nostalgia talking, but Wind Waker's overworld felt far greater in comparison. Something about the Great Sea just felt, alive. Every time you traveled in Wind Waker there was always this feeling of exploration, cause you'd always find something new and interesting on your way. There was something new in like, EVERY square of the map! Sometimes you'd find islands where you'd be like, "This island is weird... wonder why.." And then later you'd find something and be like "HOLY BLASPHEMY I CAN USE THIS ON THAT ISLAND" What was Skyward Sword? Bunch of empty rocks? Seriously, the only interesting extra things you'd find was the Lumpy Pumpkin and maybe the bamboo island. There should have been more things like the storm head. Things that makes you go: "Well hey, that looks cool, I wonder what’s the deal with this place".
It’s a shame, my only real problem with Skyward Sword was the repetitive revisits to places. I always thought you could keep a game from getting boring by adding new mechanics. But Skyward Sword did that. So it showed me that you also need add new and exciting places to keep a game from becoming boring. If they did more with the overworld, maybe they could have fixed that.
But I gotta say, I think Nintendo DID intend to do more with the overworld. This might be just speculation, but remember these guys?
Nintendo usually adds stuff like this in order to hint you towards things you CAN do. I bet at one stage of development night flying was planned. But then they must have just run out of time to properly implement it or something. The knights who rescue you were left in the code for convenience sake. That’s why I think Nintendo wanted to do A LOT more with the overworld. Thanks for the question! GAHH! I KEEP TRYING TO KEEP THESE REPLIES UNDER 200 WORDS, BUT ITS JUST NOT HAPPENING! SERIOUSLY, I COULD TALK ABOUT THIS ALL DAY.