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Томас Грип из Frictional Games (SOMA, Amnesia, Penumbra) завел в начале года свой YT-канал и выложил десяток весьма любопытных роликов о гейм-дизайне, помогающие лучше понять и собственные подходы студии, и проблемы игр. По видео можно легко ухватить причины, по которым та же серия Amnesia двигалась от безбоевочного дебюта к куда более стандартной и, что характерно, весьма успешной The Bunker, или почему SOMA решили сделать хоррором, в котором очень тяжело проиграть. Люди в поиске, в общем. Интересно, что Грип много внимания уделяет особенностям восприятия игроков, ментальным моделям и прочим штукам, которые, кажется сильно подвымылись из теорий дизайна с пришествием синтеза прикладного проектирования с учетом монетизации и практически исключающих игрока телег про т.н. "поток". Еще нравится, что у него в видео достаточно четко обозначаются проблемы, вокруг которых приходится что-то решать со стороны дизайна. Думаю, кому-нибудь будет полезно. P.S. В The Economics of Monster Encounters Грип много говорит о том…
In this video I discuss how the gameplay economics can drive games away from their intended themes. It explains, among other things, why it is so hard to only have selective monster encounters and why games tend show them too much instead. Related videos: Core Loop:
https://youtu.be/M7u-hi_lwocDesign Attractors:
https://youtu.be/mCkPgATsjfIHow optimizing for fun can ruin themes:
https://youtu.be/bc3_FYrpPWMLinda3 (リンダキューブ) is a classic Japan-only JRPG for the PS1. Infamously referred to as the 'weirdest' RPG ever made, Linda3 tells a bizarre story about Ken and Linda, who must catch all of Neo-Kenya's wild animals and pilot them into space aboard the Astro-Ark before the collision of an enormous meteoroid. Linda3 is both cartoonish and disturbing, which makes for an unsettling mix. Shoji Masuda, the director, originally worked on this game for the PC Engine in 1995, but the game received a full-scale remake in 1997 for the PS1 and Sega Saturn re-release. At the time, it was one of the only 18-rated games for the PC Engine, and the PS1 version ended up getting toned down and censored. This video explores the context of Linda3's development, its gameplay mechanics, and its story. The end of the video looks at Linda3's ideas and what the developers might have been trying to say. 0:00 intro 4:34 gameplay 14:46 story 41:33 commentary SOUND EFFECTS USED: "Horror Ambiance" by ZHRØ "Horror Music No. 4" by ZHRØ "Subtle Hit" by zombieallen MUSIC USED: Mazurka in A Minor, by Frederic Chopin (and MUSIC FROM LINDA3) 90s JAPAN FOOTAGE:
https://www.youtube.com/watch?v=FNoVD-ljVBM&t=198sLinda3 ARTBOOK:
https://archive.org/details/linda-3-cube-illustrations-art-book-scan-jp-pce-ps/mode/2up#jrpg #ps1 #retrogaming #scarygaming #90sgamer
Will you play the game, or will the game play you? We are up on Romhacking.com
https://romhacking.com/hack/b3313-super-mario-64-internal-plexus450 is the final total for stars including everything. 13 of those are reds, (8 increment star count, 5 don't), and 13 of those are green stars that spawn after 120, plus one mission in whomps kingdom that also spawns at 120. Join Curly's Server "Mario's Palace":
https://discord.com/invite/H9Qds2JAgNThanks to the following people for their contributions to b3313 over the years Make sure to follow them! Annielogue - Inspiration for area design, Texture Design, Beta Resources Alieneer - Code source (The Junuary Project Resources) Arthurtilly - Area design/Programming Benedani - Programming (ASM and C code injection) BikdipOnABus - Documentation and ID Setting BlackJoystick - Area design/Inspiration Blakeoramo - Engine development/Object Design Bobstar - Music design Cavin856 - Programming (ASM) ChrisRLillo - Lead development, Music/Area/Texture Design, Programming (ASM) Curly - Area design, Animations, texture work, music Dudaw - Code Source (Sm64BRP) / Main Inspiration for making B3313. Dynalox - Area design Felegg - Object source/Inspiration FluffaMario - Player Models Gab64 - Inspiration for area design Gronoti - Area design Halo/MariHalo - Texture Design/Inspiration for area design Hornet - Texture design iProgramInCpp - Area/Texture design jefftastic - Area design JoshTheBosh - Area Design, Programming Kaze Emanuar - Programming Kyan Pepper - Area design Lily - Programming (Asm) Marionova - Inspiration for Area and music design NewSupKaizo55 - Main Music design Composer NicoSwitch - Music design PatCangy - Area design Pointnclick - Inspiration for Area design Pyro Jay - Programming/Rom Manager Assistance Quills - Area design Rovert - Model Design SigmaShield - Texture Design someone2639 - Programming SonicAndMarioGames1985 - Area design Super Mario 64 Beta Archive Team - Inspiration for Area design The Bob - Area design TheGreatestRoman - Object placement, Pasting Text The Preservation Project Team - Source for Beta Assets wasteofblood - Music Design Willisaclown - Music Design Zany Z-Fight - Texture Design alternate of the trailer (
https://youtu.be/7ZmSy0pKKRA)Both games featured in this video are available for free from the Arcane Kids website. I recommend playing them before watching, it takes less than an hour to complete them both. http://arcanekids.com/
Now Available On Steam:
https://store.steampowered.com/app/2849680/Utopia_Must_Fall/And Itch.io:
https://pixeljam.itch.io/utopia-must-fallChildren at risk of dyslexia who played Space Invaders Extreme 2 showed improvement at a word-identification task
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