Yoshi's Woolly World - So many patterns! [Part 1]

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Yoshi's Woolly World - So many patterns! [Part 1]
MAD MAX Fury Road, The Game
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What a fantastic time to be a gamer. For me, this announcement is on-par with the Nier game reveal.
THEY ARE MAKING A NIER SEQUEL
http://www.gametrailers.com/videos/8zt1h9/nier–ps4–e3-2015–debut-trailer *VOMITS RAINBOWS AND CRIES TEARS OF JOY*
From a developers perspective, why would you put a lockpicking/hacking minigame in one of your games? They seem to be in a ton of games, but nobody really seems to enjoy them and they seem to be the subject of mockery a lot.
One of the most important aspects of game design is providing the player sufficient variety of play. In a single player game, it typically doesn’t matter how good the gameplay of a game is - if you don’t give the player any sort of variety of gameplay, the players will inevitably get bored of doing the same thing over and over again.
There’s really no better example of this than Final Fantasy XIII. FF13 had a reasonably engaging core game - go through beautiful-looking environments with a variety of colorful characters and a role-based strategic combat system. The main problem with FF13 was that there very little else to do - every area felt monotonous because it was similar to the one before it (a long, non-branching expanse). You didn’t find puzzles to solve, people to converse with, towns to explore, or even a question about where to go next. It was almost always “keep moving forward”, and that wore on the player as the game progressed. The monotony of the gameplay quickly wore on the players.
The “design” purpose of lockpicking minigames is usually to provide texture and a change of pace. They aren’t particularly deep or engaging (and that’s certainly something that could be addressed eventually) but they don’t necessarily have to be - they exist to provide a different play experience and change of pace so that you get to take a breather from the regular gameplay. It’s sort of like giving the player a mental coffee break. Most players will consume the content as fast as they can without taking breaks if they can help it, so making players take breaks may be necessary. Giving them a few seconds of mentally switching gears acts like a mental refresher, which prepares them to go back into the gameplay again.
The other useful thing that a hacking minigame can provide is smoke and mirrors to hide things like asset loading or cleanup. The technical benefit of a hacking minigame is that it is generally only UI and can be handled in its entirety in something relatively lightweight resource-wise and isn’t super time-intensive. This means that you can do other things while the player is looking at the puzzle, like load data from the disc or drive into memory. We can also do things like clean up things spawned in the level (like the trail of dead bodies you may have left behind up to this point), or lock doors behind you and unload the map areas behind since you probably won’t ever go back to check.Players are busy concentrating on the chore of bypassing the puzzle, so they don’t notice.
A lot of times we implement features and do things in game that aren’t necessarily engaging, but they’re still done for a reason. We as developers certainly would like everything to be interesting and fun, but that isn’t going to happen because making things engaging and fun requires time, and we need to choose our battles. When it comes to developing games, it’s often more important to make a handful of things really fun than to make a bunch of things kinda fun. Lockpicking minigames serve an important purpose besides fun, and that’s why we keep them around.
"Czy oni są normalni?" I think that question sums up everything.
Phi from Virtue’s Last Reward, hoping for a sequel from that game…
All sprites individually here: 100% and 200%
This is awesome.
Custom Legend of Zelda Relic Nintendo 64 - Created by Vadu Amka
You can find more pictures of Vadu’s work on Flickr.
SWEET CHRIST
"We are aiming for a game that will make you shit your pants."
KOJIMA IS WORKING ON THE NEXT SILENT HILL GAME
AAAAAAARGHKJSDFLSZF;DZGFZDF;DXFGGdxfg;xdfhg
I'M GOING TO BUY A PS4 FOR THIS AND THEN SHIT MY PANTS EVERY 5 SECONDS-- YESSS BEST DEAL OF MY LIFE
We have our very own game music station! c:
All thanks to this kind sir who worked over a year to make it a reality: https://www.facebook.com/mariusz.borkowski.94
Tune in! ♥
Drakengard 3 OST
Drakengard 3 OST - Final Boss Theme
Drakengard 3 OST - This Silence is Mine
That’s it. I can get this game for the OST alone.
Nier’s OST was a masterpiece and this one doesn’t seem to disappoint either. @ u @
You’ve Never Seen Hyrule Like This
Peardian is a master of the lost art of virtual cartography. A practice once celebrated in the pages of gaming magazines, making maps for games has been relegated to the fans, but when done right it can give you a whole new perspective. Using the in-game models from The Legend of Zelda: Ocarina of Time, these maps really give you a sense of scale for one of the most beloved titles ever made.
Classic Zelda Cookies
You can click that read more to order your own or get the recipe.
Read More
(via pxlbyte)
Danganronpa 2: Goodbye Despair coming this fall ⊟
Jeez, I’m still working on Danganronpa 1 (review/thing coming soon I promise!) and NIS America has already announced the sequel for the US and Europe.
Danganronpa 2: Goodbye Despair, coming this fall, is set not in a mysterious high school but on the remote Jabberwock Island. But it’s still about a crew of exceptional students forced to kill each other and then try to get away with it, all under the watchful eye of Monokuma the evil teddy bear guy.
BUY PS Vita, Danganronpa: Trigger Happy Havoc, upcoming games
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSS
I need this in my life. How do we make it happen?