The purpose of this document is to provide for developers of Mad Otter Games reliable and accurate feedback on the experiences, strengths and weaknesses of the game, in order to make it enhanced.
This document provides a top 10 list and honorable mention of the best retro games from 2013 as selected by Fawzi Mesmar. Each game is briefly summarized, highlighting elements like compelling story, level of customization, mature themes explored through innovative gameplay, emphasis on player decisions and consequences, attention to detail, tight controls and level design, local multiplayer fun, and perfect mixture of old and new elements. The number one pick is The Legend of Zelda: A Link Between Worlds, praised for its character design, missions, levels, items, soundtrack, and blending of old and new.
This document lists the top 10 games of 2014 according to Retro Gamer magazine. It provides summaries for each game, praising their mechanics, presentation, and faithfulness to source material. The number one game is Shadow of Mordor for its nemesis system that creates emergent stories. Runner up is This War of Mine for providing a grounded look at the human cost of war. Third place goes to Shovel Knight for its throwback to classic games with modern design.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
Legend of Zelda: A Link to the Past is a classic role-playing adventure game released for the Super Nintendo in the early 1990s. Players control Link as he rescues Princess Zelda from the evil wizard Agahnim. The game features pixelated graphics and a top-down perspective in a fantasy world filled with monsters, dungeons, and items to collect. Though basic by modern standards, its gameplay and story helped establish many conventions of the Zelda franchise and were praised for their creativity within the technical limitations of the time period.
The document discusses The Legend of Zelda: A Link to the Past video game from 1991. It provides details on the gameplay, which involves Link rescuing Zelda from Ganon. While the controls and combat are basic, the game explores different areas and progresses the story through quests. Overall, the reviewer found the game fun and entertaining for its time, though modern gamers used to complex mechanics may find it boring due to its simplicity. The graphics and music complemented each other well given the technical limitations of the Super Nintendo platform.
This document provides a top 10 list and honorable mention of the best retro games from 2013 as selected by Fawzi Mesmar. Each game is briefly summarized, highlighting elements like compelling story, level of customization, mature themes explored through innovative gameplay, emphasis on player decisions and consequences, attention to detail, tight controls and level design, local multiplayer fun, and perfect mixture of old and new elements. The number one pick is The Legend of Zelda: A Link Between Worlds, praised for its character design, missions, levels, items, soundtrack, and blending of old and new.
This document lists the top 10 games of 2014 according to Retro Gamer magazine. It provides summaries for each game, praising their mechanics, presentation, and faithfulness to source material. The number one game is Shadow of Mordor for its nemesis system that creates emergent stories. Runner up is This War of Mine for providing a grounded look at the human cost of war. Third place goes to Shovel Knight for its throwback to classic games with modern design.
Why is Tinder such an addictive dating platform? One of the reasons is that it is actually a casual game, back-boned with one of the most efficient feedback loop: the hunter's loop.
This deck will help you to better understand the loop and how to apply it to your products.
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
Legend of Zelda: A Link to the Past is a classic role-playing adventure game released for the Super Nintendo in the early 1990s. Players control Link as he rescues Princess Zelda from the evil wizard Agahnim. The game features pixelated graphics and a top-down perspective in a fantasy world filled with monsters, dungeons, and items to collect. Though basic by modern standards, its gameplay and story helped establish many conventions of the Zelda franchise and were praised for their creativity within the technical limitations of the time period.
The document discusses The Legend of Zelda: A Link to the Past video game from 1991. It provides details on the gameplay, which involves Link rescuing Zelda from Ganon. While the controls and combat are basic, the game explores different areas and progresses the story through quests. Overall, the reviewer found the game fun and entertaining for its time, though modern gamers used to complex mechanics may find it boring due to its simplicity. The graphics and music complemented each other well given the technical limitations of the Super Nintendo platform.
Sly Cooper and the Thievius Raccoonus is a game where the player controls Sly Cooper to retrieve his family's stolen book, the Thievius Raccoonus, from the Fiendish Five. The group played the first two levels to understand the game and create a walkthrough. They found the game was meant for younger audiences and had simple gameplay and puzzles to solve.
The document provides research on several existing video game products, including Dark Souls, Devil May Cry, Assassin's Creed IV: Black Flag, Skyrim, and their key features. It analyzes the commonalities between the games, such as mythical settings, engaging stories, and adventure/action genres. It also notes which aspects will be incorporated into the researcher's own work, such as action gameplay, exploration/story elements, and health/stamina bars. A scoring system involving time taken, enemies killed, or kill methods is also considered.
This document provides an analysis of the video game Little Big Planet. It discusses the background and history of the game, how it targets all audiences and genders equally. It explores how the game brought back the platformer genre and focuses on controlling the main character and level design. The document also examines the game's objectives, creators at Media Molecule, and how users can create their own levels and share content.
The document discusses several existing video game products that could provide inspiration for the student's upcoming FMP video game project. It analyzes Skyrim's open world design, leveling up mechanics, and soundtrack. It also examines Baldur's Gate's medieval fantasy setting, party size, and visual aspects. Final Fantasy VI's retro graphics, dark color palette, and use of multiple playable characters are discussed. Concept art from Feng Zhu is highlighted for its fantastical landscapes and structures. Hearthstone's use of the Warcraft universe and cross-platform multiplayer are noted. The student expresses interest in Skyrim's creation aspects, Baldur's Gate's backgrounds, Final Fantasy VI's interface, and Feng Zhu's concept art style
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoyed RPGs for their stories and leveling systems, indicating a preference for narrative and progression. Another preferred faster genres but still valued storytelling. Both expected engaging and strategic combat. Character customization was seen as an optional but imm
This document provides an introduction to the roleplaying game F.A.T.A.L. It discusses the necessary materials, terminology, roles, and character creation process. The game focuses on realism within a medieval fantasy setting and uses detailed rules and statistics. It includes sensitive topics and warns that the game is only intended for mature audiences.
Legend of Zelda: A Link to the Past is an early 1990s role-playing adventure game where the player controls Link to rescue Princess Zelda. The game has pixelated graphics and limited color, but detailed sprites. Gameplay involves moving Link in four directions to defeat enemies like soldiers in the castle using a sword and magic. While the soundtrack is repetitive, the character development of Link and Zelda and story-driven gameplay make it enjoyable for retro game fans.
1. The game Beloria is a text-based fantasy adventure game where the player receives a vision from the god Beloria to rid the land of evil.
2. The game involves making choices that affect the story and gameplay, gaining and losing health and strength from fights, and collecting items to progress.
3. The player travels through various locations like forests, deserts, caves, and cities to defeat bosses and complete their quest.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
The document lists and briefly summarizes Retro Gamer's top 10 games of 2015. The number one game is Metal Gear Solid V: The Phantom Pain, praised for redefining stealth games and being Kojima's best Metal Gear game. Number two is Super Mario Maker, which allows users to create their own Mario levels. Number three is Bloodborne, a fast-paced action game that was appealing compared to the slower Souls games.
The document discusses potential inspirations for a retro-style superhero game. It analyzes Scott Pilgrim vs the World and X-Men for their artistic style and cooperative gameplay. Sonic the Hedgehog and Life is Strange are examined for inspiration regarding an 8-bit soundtrack with modern influences. Interviews suggest audiences prefer RPG elements, futuristic settings, and puzzle/adventure gameplay. The summaries aim to capture key aspects and potential directions for the game's design.
This document provides terminology for analyzing the 2006 video game Pippa Funnell: Secrets of the Ranch. Key elements discussed include the game world terrain and architecture, playable and non-playable characters, third person perspective, cut scenes, narrative goals of caring for horses and solving a mystery, and rewards for completing objectives. Audio, graphics, and genre are also summarized.
The document summarizes and analyzes several existing narrative and puzzle-based video games. It discusses common themes across the games, such as incorporating narrative, puzzles, and sometimes horror elements. It notes how each game establishes a distinct style through aspects like color scheme and original gameplay mechanics. The author intends to draw from darker-themed games for their narrative and environmental elements, and lighter games like Candy Crush for accessible puzzle inspiration. Horror elements will be used subtly to affect the player over direct interactions. A bibliography cites the games discussed.
This document summarizes and analyzes several video games including Professor Layton and the Pandora's Box, The Legend of Zelda: A Link to the Past, Pokémon: Crystal Version, and Super Mario Bros. It discusses elements common across the games like their use of storylines and color schemes. The document also summarizes two interviews with potential target audiences. Both interviews indicated a preference for games with narratives. Based on the analysis, the creator plans to include a narrative in their own game, along with mini-games and darker color tones.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
The document provides details on the mood board and inspiration for an upcoming game project. It includes images and descriptions of games, books, films, monsters, characters, and backgrounds that will influence the design and story of the mental illness-themed game. The mood board conveys a dark, hopeless atmosphere using mainly dark colors and textures. It establishes three main characters that will explore different maps influenced by their mental illnesses portrayed as monsters. The mood board will serve as the foundation and structure for the overall project.
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
We are finally living a moment of democratization of game development. A game no longer needs to be a super production to be profitable and that is why casual games may be a way for those who are already experienced and for those who are only beginners.
Kyle McKindsey wrote an assignment on April 29th 1997 about where he lives, his cultural background, and listing his favorite things in multiple sections. The document appears to be a school assignment where Kyle was asked to write about himself and his interests.
Este documento presenta la idea de crear un centro de egresados de publicidad en Córdoba para conectar a profesionales, generar oportunidades laborales, capacitarse y crear nuevas ideas publicitarias. El objetivo es comunicarse entre pares, aprovechar el potencial de los estudiantes y profesionales para desarrollar proyectos que impulsen la industria publicitaria local.
This 3 sentence summary provides an overview of the document:
This document is a project report submitted for a Bachelor of Business Administration degree on the study of plant machines in production and operation management. It was submitted by Meraj, a student of BBA V semester at Devsthali Vidyapeeth Rudrapur, under the supervision of their head of department Mr. Narpendra Kumar Sharma. The report includes an introduction to the company studied, Britannia Industries Ltd. Rudrapur plant, objectives, methodology, data analysis, findings, limitations and conclusions.
Sly Cooper and the Thievius Raccoonus is a game where the player controls Sly Cooper to retrieve his family's stolen book, the Thievius Raccoonus, from the Fiendish Five. The group played the first two levels to understand the game and create a walkthrough. They found the game was meant for younger audiences and had simple gameplay and puzzles to solve.
The document provides research on several existing video game products, including Dark Souls, Devil May Cry, Assassin's Creed IV: Black Flag, Skyrim, and their key features. It analyzes the commonalities between the games, such as mythical settings, engaging stories, and adventure/action genres. It also notes which aspects will be incorporated into the researcher's own work, such as action gameplay, exploration/story elements, and health/stamina bars. A scoring system involving time taken, enemies killed, or kill methods is also considered.
This document provides an analysis of the video game Little Big Planet. It discusses the background and history of the game, how it targets all audiences and genders equally. It explores how the game brought back the platformer genre and focuses on controlling the main character and level design. The document also examines the game's objectives, creators at Media Molecule, and how users can create their own levels and share content.
The document discusses several existing video game products that could provide inspiration for the student's upcoming FMP video game project. It analyzes Skyrim's open world design, leveling up mechanics, and soundtrack. It also examines Baldur's Gate's medieval fantasy setting, party size, and visual aspects. Final Fantasy VI's retro graphics, dark color palette, and use of multiple playable characters are discussed. Concept art from Feng Zhu is highlighted for its fantastical landscapes and structures. Hearthstone's use of the Warcraft universe and cross-platform multiplayer are noted. The student expresses interest in Skyrim's creation aspects, Baldur's Gate's backgrounds, Final Fantasy VI's interface, and Feng Zhu's concept art style
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoyed RPGs for their stories and leveling systems, indicating a preference for narrative and progression. Another preferred faster genres but still valued storytelling. Both expected engaging and strategic combat. Character customization was seen as an optional but imm
This document provides an introduction to the roleplaying game F.A.T.A.L. It discusses the necessary materials, terminology, roles, and character creation process. The game focuses on realism within a medieval fantasy setting and uses detailed rules and statistics. It includes sensitive topics and warns that the game is only intended for mature audiences.
Legend of Zelda: A Link to the Past is an early 1990s role-playing adventure game where the player controls Link to rescue Princess Zelda. The game has pixelated graphics and limited color, but detailed sprites. Gameplay involves moving Link in four directions to defeat enemies like soldiers in the castle using a sword and magic. While the soundtrack is repetitive, the character development of Link and Zelda and story-driven gameplay make it enjoyable for retro game fans.
1. The game Beloria is a text-based fantasy adventure game where the player receives a vision from the god Beloria to rid the land of evil.
2. The game involves making choices that affect the story and gameplay, gaining and losing health and strength from fights, and collecting items to progress.
3. The player travels through various locations like forests, deserts, caves, and cities to defeat bosses and complete their quest.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
The document lists and briefly summarizes Retro Gamer's top 10 games of 2015. The number one game is Metal Gear Solid V: The Phantom Pain, praised for redefining stealth games and being Kojima's best Metal Gear game. Number two is Super Mario Maker, which allows users to create their own Mario levels. Number three is Bloodborne, a fast-paced action game that was appealing compared to the slower Souls games.
The document discusses potential inspirations for a retro-style superhero game. It analyzes Scott Pilgrim vs the World and X-Men for their artistic style and cooperative gameplay. Sonic the Hedgehog and Life is Strange are examined for inspiration regarding an 8-bit soundtrack with modern influences. Interviews suggest audiences prefer RPG elements, futuristic settings, and puzzle/adventure gameplay. The summaries aim to capture key aspects and potential directions for the game's design.
This document provides terminology for analyzing the 2006 video game Pippa Funnell: Secrets of the Ranch. Key elements discussed include the game world terrain and architecture, playable and non-playable characters, third person perspective, cut scenes, narrative goals of caring for horses and solving a mystery, and rewards for completing objectives. Audio, graphics, and genre are also summarized.
The document summarizes and analyzes several existing narrative and puzzle-based video games. It discusses common themes across the games, such as incorporating narrative, puzzles, and sometimes horror elements. It notes how each game establishes a distinct style through aspects like color scheme and original gameplay mechanics. The author intends to draw from darker-themed games for their narrative and environmental elements, and lighter games like Candy Crush for accessible puzzle inspiration. Horror elements will be used subtly to affect the player over direct interactions. A bibliography cites the games discussed.
This document summarizes and analyzes several video games including Professor Layton and the Pandora's Box, The Legend of Zelda: A Link to the Past, Pokémon: Crystal Version, and Super Mario Bros. It discusses elements common across the games like their use of storylines and color schemes. The document also summarizes two interviews with potential target audiences. Both interviews indicated a preference for games with narratives. Based on the analysis, the creator plans to include a narrative in their own game, along with mini-games and darker color tones.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
The document provides details on the mood board and inspiration for an upcoming game project. It includes images and descriptions of games, books, films, monsters, characters, and backgrounds that will influence the design and story of the mental illness-themed game. The mood board conveys a dark, hopeless atmosphere using mainly dark colors and textures. It establishes three main characters that will explore different maps influenced by their mental illnesses portrayed as monsters. The mood board will serve as the foundation and structure for the overall project.
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
We are finally living a moment of democratization of game development. A game no longer needs to be a super production to be profitable and that is why casual games may be a way for those who are already experienced and for those who are only beginners.
Kyle McKindsey wrote an assignment on April 29th 1997 about where he lives, his cultural background, and listing his favorite things in multiple sections. The document appears to be a school assignment where Kyle was asked to write about himself and his interests.
Este documento presenta la idea de crear un centro de egresados de publicidad en Córdoba para conectar a profesionales, generar oportunidades laborales, capacitarse y crear nuevas ideas publicitarias. El objetivo es comunicarse entre pares, aprovechar el potencial de los estudiantes y profesionales para desarrollar proyectos que impulsen la industria publicitaria local.
This 3 sentence summary provides an overview of the document:
This document is a project report submitted for a Bachelor of Business Administration degree on the study of plant machines in production and operation management. It was submitted by Meraj, a student of BBA V semester at Devsthali Vidyapeeth Rudrapur, under the supervision of their head of department Mr. Narpendra Kumar Sharma. The report includes an introduction to the company studied, Britannia Industries Ltd. Rudrapur plant, objectives, methodology, data analysis, findings, limitations and conclusions.
The document contains an analogy quiz with 5 multiple choice questions. It tests the ability to complete analogies using relationships like whole-part, categories and subcategories, functions, and opposites. The questions have a horse to rider relationship matching an engine to engineer, a petal to flower matching fur to rabbit, spring to summer matching Thursday to Friday, enormous to huge matching muddy to unclear, and poor to rich matching hot to cold. It provides the answers and explains the scoring for the quiz.
Arham has developed a new modular toilet made of fiber reinforced plastic (FRP) for use in Indian Railways' trains. The FRP material makes the toilet lighter weight, more durable, and easier to mass produce compared to traditional steel and wood toilets. Some key benefits of the FRP modular toilet include reduced maintenance costs, lower overall power consumption for the train, and a more hygienic atmosphere. Arham produces the toilets in different configurations to meet both Indian and international railway standards.
Britannia Industries Ltd. unit in Rudrapur was established in 2005 to produce biscuits. It has many interconnected departments including quality assurance, production, packaging, and dispatch. The Rudrapur plant produces around 7,000 tons of biscuits per month including Good Day, 50-50, and Tiger biscuits. Ingredients are stored on site and quality checked before being used in production which has a capacity of 250 tons and follows ISO standards.
Arham is proud to announce about its newly developed product wiz Reinforced Composite Toilet Module for world largest network- Indian Railways.
The body is completely made up of FRP material replacing steel and wood. It is being developed as per German Design.
The USP (Ultimate Selling Product) of this module is:
Cost Effective Solution : No Maintenance of FRP body as compared to the conventional system
Light Weight : As a result , overall power consumption is reduced, easy for fitment inside the coach
Rapid Mass Production
Fire Retardant
High specific stiffness
Good impact Resistance
Hygienic and Aesthetically pleasing Atmosphere
The document discusses various advertising techniques used to implicitly or explicitly convey messages to consumers. It defines implicit advertising as implying messages without directly stating them, while explicit messages are clearly expressed. The document then proceeds to define and provide examples of 12 common advertising techniques: testimonial, transfer, plain folk, scarcity, band wagon, snob appeal, facts and figures, hidden fears, repetition, magic ingredients, and weasel words. These techniques aim to influence consumers' purchasing decisions through implied or stated messages.
This document provides details on junction boxes, push button stations, and FRP panels from Arham Hi-Tech Design and Solution Pvt. Ltd. Standard models and specifications for junction boxes include size, material (fiberglass reinforced polymer), terminals, cable entry, earthing, and protection level. Push button stations also specify models and standard features like material, size, canopy, buttons, and protection level. FRP panel specifications cover material, size, doors, mounting, gasket, and protection level. Contact information is provided for the company.
The document discusses The Legend of Zelda: A Link to the Past video game released for the Super Nintendo in 1991. It provides details on the game's story, gameplay, controls, combat, graphics, music and reception. The game is an action-adventure RPG where Link adventures through different maps and levels to rescue the descendants of the Seven Sages and save Princess Zelda from the evil wizard Ganon. While the controls and combat are basic by modern standards, most felt the game was fun and entertaining, with graphics and music that matched the 16-bit era well. However, more core gamers may find it boring compared to later RPGs with more in-depth systems.
The Legend of Zelda: A Link to the Past was a successful and influential 1991 game that introduced concepts still used in the franchise today, such as an alternate "dark world" version of the overworld. It sold over 4.6 million units and is treasured by many who played it as children. The game's combat mechanics are flawed, with limited directional attacking, but charges attacks provide 360-degree range. The interconnected overworld segments and varied landscapes to explore. While the music lacks variation and enemy AI is predictable, the game brings nostalgia to original players.
The document summarizes and analyzes research on existing game products. It discusses several games including Assassin's Creed: Chronicles, Thief, Fallout 4, and Mark of the Ninja. For each game, it describes key elements like visual style, mechanics, and story that provide inspiration for the design of the author's own game animation project. Overall, the research helped the author better understand how to effectively use lighting, color palettes, character design, and other visual elements to set atmosphere and appeal to target audiences.
Review child of light www.gamebasin.comGameBasin.com
The reviewer had high expectations for Child of Light based on gameplay footage, and found that the game exceeded those expectations. The game features beautiful watercolor-style graphics and a unique battle system that combines elements of Final Fantasy VII and Paper Mario. Although it has a few minor flaws like a lack of voice acting, the reviewer highly recommends Child of Light for its innovative gameplay and vivid fantasy world.
The secret world review www.gamebasin.comGameBasin.com
The document provides a review of the MMORPG game The Secret World. It summarizes the character creation process, factions, lack of character classes/levels and use of ability/skill points instead. It praises the modern real-world setting and story-driven quests, including investigation missions requiring problem-solving. However, it notes many standard kill/fetch quests and issues with the PvP and character customization. End-game includes dungeons focusing on boss encounters and two raid instances. The reviewer has mixed opinions but enjoys the game most during investigation missions.
The secret world review www.gamebasin.comGameBasin.com
The document provides a review of the MMORPG game The Secret World. It summarizes the character creation process, factions, lack of character classes/levels and use of ability/skill points instead. It praises the modern real-world setting and story-driven quests, including investigation missions requiring problem-solving. However, it notes many standard kill/fetch quests and issues with the PvP and character customization. End-game content includes dungeons, raids and PvP, with dungeon design focusing on challenging bosses over mobs. The reviewer expresses mixed opinions but enjoys the game most during investigation missions.
The document provides an analysis of existing puzzle game products that were researched as references for a new puzzle game idea. Key features analyzed include genres, perspectives, color palettes, puzzle types, and gameplay elements. Interviews with two potential target audiences provided additional insights. One interview subject preferred dark, story-driven puzzle games lasting 2-5 hours, while the other preferred colorful RPGs and simple match-three puzzles. This research informed decisions around the new game's perspective, colors, puzzle styles, and gameplay elements to appeal to different audiences.
The document provides an overview and review of the 1991 Super Nintendo game The Legend of Zelda: A Link to the Past. It describes the plot, in which Link must stop an evil wizard from releasing an imprisoned evil power. Although an action RPG, the reviewer feels it has limited RPG elements by modern standards. The 2D top-down world aims to feel larger than it is through map design. While the 16-bit graphics and music complement each other well, combat can feel repetitive and controls take adjustment. Overall, the reviewer found the game entertaining for its story and exploration aspects.
The game pitch proposes a survival horror game based on Little Red Riding Hood with the following key elements:
1) The player controls Red Riding Hood who must rescue her kidnapped grandmother from a pack of wolves in a dark, forest setting.
2) Gameplay will be challenging and non-linear, requiring exploration, item collection, decision-making, and combat against animals for survival.
3) In addition to Red, her grandmother, and the lumberjack, there will be additional characters and an alpha wolf boss, departing from the original story.
The game pitch proposes a survival horror game based on Little Red Riding Hood with the following key elements:
1) The player controls Red Riding Hood who must rescue her kidnapped grandmother from a pack of wolves in a dark, forest setting.
2) Gameplay will be challenging and non-linear, requiring exploration, item collection, decision-making, and combat against animals for survival.
3) In addition to Red, her grandmother, and the lumberjack, there will be additional characters and an alpha wolf boss, departing from the original story.
Dragon Age Inquisition is an open world, single-player role-playing game set in the fantasy world of Thedas. Players create a character to join the Inquisition and work to close rifts that are allowing demons into the world. The game features a large map made up of multiple regions, thousands of characters, and cutscenes that advance the narrative and interactive story. Players can choose to play as one of ten characters and customize their character's abilities, weapons, and armor to defeat enemies and complete objectives.
1) The story follows Red, a young girl who enjoys hunting in the woods but must take cakes and berries to her sick grandmother. The player makes choices that influence the story.
2) Gameplay involves reading passages and choosing options that advance the plot. Making the right choices allows progression, while wrong choices result in penalties.
3) The game world includes Red's house, garage, kitchen, the woods near her home, and other locations she encounters on her adventure.
The document discusses research conducted on two existing video games: The Last Stand, a zombie defense game, and Pacman, a classic arcade game. It summarizes the key aspects of each game, including graphics, gameplay, settings, and target audiences. Interviews were also conducted with two potential target audiences to understand their preferences. The interviews revealed differing opinions on graphics, game structure, and competitive elements. This research will help inform the design of the student's own video game product to appeal to different audiences.
The document reviews several existing puzzle games that the author found interesting and took inspiration from for their own game idea. Common features identified across the games included using portals or other tools to navigate levels, collecting items to progress, and environmental hazards that impact the player's progress. The author focused on incorporating mechanics like using an item to aid navigation and obstacles that damage the player as most interesting to include in their own game.
The document summarizes a group project analyzing and playing the Naruto video game. The group members had various duties like playing the game, unlocking characters and levels, and writing about strategies. They created a blog and slideshow to document their experiences and reflections on playing the game together, learning about teamwork, and giving the game quality ratings between 6-8 out of 10.
The document summarizes a group project analyzing and playing the Naruto video game. The group members had various duties like playing the game, unlocking characters and levels, and writing about strategies. They created a blog and slideshow to document their experiences. The game involves battling enemies as the character Naruto to complete different game modes and levels. The group provides reviews and reflections on working together on the project.
The document provides an overview of the tabletop roleplaying game "Strength of Spirits". Players take on roles and receive spirit animals to represent their character. As the game progresses, the spirit animal can become healthy or corrupted based on the player's choices. The game emphasizes decision making and storytelling led by the Game Master. It aims to provide replayability through different Game Masters and choices shaping unique experiences. The target audience is experienced roleplayers seeking a less time-intensive option. It draws inspiration from games like D&D, Pokemon, and World of Warcraft while distinguishing itself through its spirit animal mechanics and focus on player choices.
The student chose to play Lego Star Wars: The Complete Saga for a school games unit. They created a work plan and blog to document their progress playing through the game. This included posting daily about the game, learning cheats and details about the levels. The student found the graphics to be low quality but enjoyed the gameplay. They felt the purpose was clear though some boss levels were difficult. The student rated different elements of the game on a rubric such as the soundtrack and story.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
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The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
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The immediate aftermath of the Dwayne Johnson kidnappin
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
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2. Description
The purpose of this document is to provide for developers of Mad Otter Games reliable
and accurate feedback on the experiences, strengths and weaknesses of the game, in
order to make it enhanced.
3. Who am I?
My name is Marlon Ferrari, I'm from Brazil.
Thesis in Computer Science Course at the Federal University of Espírito Santo, Brazil.
Degree in information systems at the university center of the Espírito Santo, Brazil.
Python developer and lover of free software.
Game Villagers & Heroes beta since its time as The mystical land and was interest at
first glance.
Contact: mfmarlonferrari@gmail.com
4. Introduction
The world of MMO and RPG is large and saturated. The features are the same in almost
all of them, only changing the design and characters. The gameplay and schemes are
identical.
Our game is different. It is a union between the epic and the new, between being and
choose to be. Between making and choosing what to do. I may not be a great warrior,
but I can be a good farmer. I do not like to plant, but I like mine and seeing my
productions.
This is very interesting and innovative. It will not be for other games start to copy these
attributes because players actually winning massively to offer any kind of virtual life.
Thus, we have classes that can be. I do not particularly short unreal games with magic
and giant mushrooms, but like Archer and his skill sniper history.
I was drawn to play the unassuming name: A mystical land. "A" gives a lot of freedom
of interpretation and suggests an easy option, as the game has. The mystical land invites
us to explore what has this mystical land and that's why I started playing. The name was
to blame 100% of my interest.
However, I saw the name be changed to Villagers & Heroes and it caused me
disappointment, because the unpretentiousness and freedom of the name gave rise to
something definite and limiting: Or villager or hero. Nothing more.
Today I see that you decided to take the Steam path. I can not argue about it because I
know that you capitalize it, have more features, although for us players be a more
serious problem.
What kept me in the game were key factors that had not seen in any game so far.
Players do not face players. Players helping players. The game is a huge collaborative
platform.
We all have common enemies. Monsters of the game. This makes us like brothers.
How do you even designed, the game is not a pay to win. This is crucial in order to
differentiate the game good game mercenary.
The range of actions that I can perform in the game gives me freedom. Today I can
focus in the kitchen or ranching. Or help a noob to gain level.
Other secondary tools such as chat, friendships, email and exchange items, battle groups
make the collaborative experience is enrquecedora. I even already have friends in
germany and the united states!
If I can express the game with only one word, that word is potential. Our game has an
amazing potential that is still a few explored to provide a motor entertainment ever seen.
With my obligation of tester-player, I needed to write this document reporting my
experiences with the game, my visions of what to improve and suggestions.
I ask you to read carefully because all points described has degree of innovation.
5. Need for shortcuts
Do bounties and quests across worlds is tiring. When you spend a long time in a place
to get to another just walking can harm the player, because he gets tired of the game
faster. One suggestion is that shortcuts are added (teleporters, shortest paths) or NPCs
that give speed for some time. So even if you do not have potions of speed or attributes,
you can benefit and remain interested in the plot.
In fact the game already has this feature in many places, but not unanimous. Elk
Meadow has good gameplay but not green gate.
Limited items
Unfortunately we did not find items like potions and stuff in places. Or if you win or
purchase. This causes a tremendous shortage of these items and harm our experience.
No travel runes, I can not do quests ample, would require as much time pass place by
place and the worst is that the only way to get them is discovering new teleport pads and
for those who have already discovered almost all, is complicated.
Unexpected surprises
In the game there is no possibility of surprises, which makes the tiring game in many
aspects. Do not you think a potion hidden in a chest or a monster or something that let
the player surprised, as a surprise attack from a monster not cataloged.
I can walk almost all realms knowing what will happen, since they will not be attacked
by monsters or weaker players, my walk becomes a bore.
Population problem with the quests
Some quests show that the game is not ready to be massive. This is because it takes
some time until one bountie regenerate itself and had many players would be problems
waiting and wasting time.
It is hopeless when I walk into a place and already have people doing the same bounties
I, who refuse to let me join the group or out killing first. I lose a lot of time waiting for
6. these monsters regenerate themselves and think if there were 100,000 players!
Takes to return to active
The game discourages the player to continue, this is why when he dies, the amazing
wobbles takes six minutes to go and this causes discontent in many players who do not
have the remedy because it is not found in the world, but through purchases or
giveaways daily. In addition, healing is extremely slow and harms those who do not
have means to retrieve it fast, punishing those who have not. It is important to
remember that we are all players and do not deserve to be punished for what we have,
so we just grantees. I, when I die, I leave my character recovering eye and my facebook
or play another game meanwhile. Not believe it is a model interesting for you.
One solution: to facilitate the acquisition of wobbles in the worlds or decrease the
recovery time. So the players remain eager to quickly return and take revenge!
Limited gameplay
In places like elk meadow realize an excellent gameplay and freedom of movement due
to the hills are smaller and they allow walk all over the map. In places like Green Gate
this is a tedious task because the roads are fixed and not allowed to pierce hills. The
hills very high limit movements causing us to have to walk alone there, taking our
chance to explore the map. My suggestion is that the hills are smaller and allow players
to climb like at elk meadow.
7. Corridors without freedom
Green Gate
Green Gate could be a beautiful forest, mysterious and full of surprises. But it is not.
This is a huge hall where we are doomed tedious to follow the road to somewhere else.
Forests are local plans with hidden beasts that can strike suddenly or hiding surprises
like treasure chests and or lost civilizations.
Territrias Reef
It is a beautiful place and delights us with the purity and cheerful tones bluish.
However, in many places there is no facility to leave the water and return to the sand,
there is a sort of grab where the player can not maintain the natural movement and that
ultimately fail to walk frustrating.
Misfit levels
The maps have a certain level. In traders path, for example, have an average of 12-14 (if
I'm not mistaken). However, fishing spots are exorbitant levels (above level 25, I think).
8. Thus it happens in many places. It is expected that on maps of level 17, has up trees,
fish resources and level 17, not 26.
Waste maps
There are still places where there are very few quests and few characters, making the
map a waste. The quests are important to keep players busy and excited, so get on a map
where there is no quests, just bounties, is tedious.
Limited use of pads
Teleport pads can be a savepoint when the player passes over it, avoiding a return to the
beginning when you die. Or assert the name and allow the user to freely teleport to
locations (or set free) with them.
Situation
I'm at Green Gate, with my weapon broken without repair kits or travel runes. It is
possible given the scarcity that we live with in this game. So, there is not even any
vendor where can I repair my weapon and can not continue because it damaged is not
effective against tougher bosses. So I'm left with only two options:
1 - initiate a tedious race lasting approximately 20 minutes to truth, without doing
anything interesting, just walking and carrying maps on my slow Internet.
2 - Go out of the game and come back tomorrow when I'm patiently to option 1.
The game needs to value the map already loaded and provide action and content within
it. Not just load a whole map just to give a rose to a character.
Ardent is a kingdom and every kingdom as it can be attacked by another. Thus, in case
of an attack we would need to come together as defenders of the realm, giving
importance to every player, no matter if it is at level 4 or 40. I would also like to see the
little needed to be great at some point and this could be one.
9. Ideas
gambling center
In daggertooth pits we have a chance to bet on something, however small. My
suggestion is to follow this line and set up a pub in ardent, where you can buy potions,
bet with other players and win some money.
Cozy home
Our house needs to be more than a container for trinkets. If I am weak, I can go to my
bed and rest, recuperating. A simple button 'would you like to rest?' Would solve the
problem.
One for all and all for one
Ardent be invaded by monsters from another realm dominators and we defend our:
Some collecting wood and stone that will lead to others so they build a barrier. While
others would be on the front line protecting. It would be fun. And given the
collaborative nature of the game, work naturally.
Not only this idea but it is important to have quests that need to involve everyone in the
game. Something similar to the contribution of the villages.
Conclusion
These changes will be vital for our game attracts thousands of people and still
interesting. Lately, we need to learn something from the greenlight campaign and focus
on keeping the game fair for everyone and getting better.
Good luck to us all!