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Showing posts with the label Reading

Games Testing

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Hello and welcome back to my blog, in today’s entry we will be discussing how to give good constructive criticism / feedback and what not to do. When giving constrictive criticism it can be hard because more so than often we let our feelings get involved and rather than being honest with someone and giving them feedback that would help them we more or less too often will just tell them what we think they want to hear because we don't want to hurt their feelings or we don't have the ability to be in any sort of confrontation or to cause a fuss so this is why we need to use good constructive criticism. So can giving criticism be a good thing? yes I believe it can, provided that you using constructive criticism, if done right you can give them vital information they need in order to improve on whatever the task is that they are doing, which in turn can help them avoid making mistakes or avoid falling into a back situation themselves, also if done right it will give you a ...

Games Stories

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In today's blog i will be discussing if games can be art and whats the value in making an art game as opposed to making a game for entertainment purposes. in the first reading we talk about the hero or heroine of the story and how they progress through the story and who they may or may not meet to shape them into the character that will save the day. but what really is the use to a story of hero/heroines journey in a game and why is it important? Firstly it's important because people value myths in society but also people love a good mystery and also like the feel like they can connect with the character and get emotionally involved with her/him, but myths help us teach each other how we should behave towards one another. the thing is myths are believable, just because you can't see something doesn't make it not real, the bible is a good example of this, not many people have seen god and yet the whole world believes in them. sure lots of suicide bombers would oft...

Game Fun

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muds aka ( Multi-User Dimension's) aka was similar to today's  MMORPG's(massive multiplayer online role playing game), they mostly consisted of 4 approaches  and these were two versions of play which was Action vs Interaction and world oriented vs player oriented  which in today's views would be hack and slash and questing + pve and pvp,  generally  these types of games are very social. muds have been around a long time back as far as 1978 game made by trubshaw which would make them over 40 years old. generally  muds need to be "fun" but not the full subject matter, but they were games and people would choose magical names rather than using there own ones. Muds can be considered games because they fall under what describes a game aka  pastime, sport, entertainment and amusement. but are MUDS actually games? like D&D or pastimes like reading, or sports like hunting, which could be today's FPS (first person shooters) games or entertainment like...

Games Decisions

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So today will be discussing an article by Daniel Cook in where he talks about an app which appends to involve some the core concepts of game design and how fun is introduced. He starts off by talking about cosiness, so what is cosy? Cosiness is how strong a game evokes fantasy of safety, abundance and softness. each of these elements make a game have very little risk, most things like food and shelter and provided and the game gives a low level of stress vibe so it's more about being safe and it also sometimes involves ways to make you more feeling good about yourself. This usually involves setting a safe precise place for people to escape there day to day life and opt in for a more relaxed safe space where they can get lost in a fantasy world. As humans when we get hungry, we are motivated to get some food because we need it, same can be said in computer games, when we want to escape the stress of life, we tend to go to them instead. if you can make players come b...

Games GDD

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in todays blog were gonna discuss games to be more specific board games made from ideas and or video games, usualy board games have peices and to really make things work you need to have them smaller than the spaces otherwise they can touch and cause it to be hard to move things around. next try to keep peices different colours to make it alot easier to determine a peice from the board it's self, you also have to take into account some people are colour blind so picking the right colours is vital to a popular game. though even to some extent colours can be not enough so making peices different shapes helps even more so you can fully tell one from the other. this espcialy works well with cards because using similar pictures can make it really hard to tell one from the other espcialy with colour blind people. Monopoly is a great example of good peices, each one is different so you can clearly tell whats what making it so everyone can understand the game, things are named too so...

Games MDA

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After having read them all my opinions and thoughts on them are as follows, Game development is based around fun but fun can mean many things so we need to narrow it down more, there are 3 different views in games know as the MDA framework, Mechanics , which is the rules and how a game operatives, how that game is set up, what you do in the game and how it is effected the state of the game it's self, and how to finish each level and the game it's self. Dynamics, based on the rules of the game how the game and players interact with other players. Aesthetics, the players experience of the game and if they find it "fun". all 3 are linked in some way, in each game we try to use many models and not just one big one so players don't feel like they are in a loop or not progressing. games can't just be defined as fun, there is many levels of fun, sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission. this way we can break away...

Game Elements

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The article by Doug Church starts off with discussing how video games have evolved and how technology has pushed us into an area where problems are a thing of the past and we are only going to keep advancing thanks to technology. in a sense video game making has become a form of art where we put together a lot of elements to make something captivating enough to make video game makers and players all around the world want more but in the end you must direct the player to everything and not just expect them to because if they don’t find these levels then the design of the game is flawed and time is waisted so design plays a big role in developing a game. but to really make a game fun we must understand all about games not just code, we must know what drives players to keep coming back, what makes for good design building and why people really enjoy them. through sharing past games and ideas, we can help build better games from inspiration and we can do this also by just find...

Game Design

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Video games is many things and creating a game is not just coding, there is alot more to it than that, there is many roles from gamers designer, games programmer, games tester, games devloper, sound & music, story devloper, and how to structure the game. When starting you could go for a simile game like a table top making either a 2 or 3d based game where you fight off monsters or open doors, you could even do a shooter like doom, but in honesty you need inspiration and ideas before u can even get to the coding stage, you need to devlop and design levels, devlop characters, and get a base going before u even start coding, try to focus on the gameplay first rather than story or graphics, some of the best games or most popular dont have the best graphics like minecraft or flappy duck, so get the game working, then you can get better graphics etc. make sure you test the game well before even letting anyone else play, once you feel it's working well have others test it out and...