So... basically free to play slowly, or pay to win faster.
So... basically free to play slowly, or pay to win faster.
There's one instance in which I felt guilty about something I was about to do in Skyrim. I played through the Foresworn quest in Markarth twice, where you get imprisoned and help their king escape. The first time I killed him as he was escaping. The second time I initially vowed I wouldn't kill him. I didn't really…
A lot will have changed then heh. My first trip to Utrecht was about 20 years ago as well, as a kid with my mom. Don't remember much from that, though.
Bijenkorf is pretty easy. You just use the regular Vredenburg exit and cross the square. There's some construction beyond that point, but by train it's pretty straight forward still. Just make sure you pay attention when getting to the station, so you don't go the wrong way. It's like a 5 min walk.
Utrecht, Netherlands. They're rebuilding the entire area around central station. Have been for like 10 years now, and will be until 2030. And then there's all the other construction going on elsewhere in town...
My city is currently Road Construction Simulator 2014.
Honestly wouldn't put this on the same level as Goat Simulator. GS was a game about hilarity, this is the comedic equivalent of a failed slow clap.
Very true, media exposure on the other hand, is a hard-fought temporal resource, and it would have gone to other things.
Looking out for talented artists etc. is a non-argument. I love these kinds of games, and I also make games that are of a more complex nature. I don't think they collide at all, and in fact I applaud these kinds of games because they offer a very fascinating comment on what games, fun and the perception of all of this…
To be perfectly honest, I don't care if the rendering is done at 30/60, but at what framerate is the physics engine run? I remember the difference between forza 3 & 4 was enormous in part because the more granular physics time step made everything that more stable.
Leading is a term over-used by companies trying to make themselves sound better. It's comparable to the GOTY tag for games.
Having a penalty for death is fine, if that's the type of experience you're going for and it's for an audience that can appreciate it (like you, apparently). Which comes first is a measure of idealism. Do you create an awesome uncompromising experience and expect an audience to appear on its own, or do you seek out an…
The wish list incentive is a very clever one from Valve. Fixing or no, people are still en-masse updating their wish lists. I never even used my wish list until this week. Valve's getting some very valuable data here, and I'm pretty much fine with that.
Think B-Movies with Industrial Light & Magic level of SFX. Fun, amazing looks, but ultimately average.
From what I've seen on the reddit these files could give an interesting glimpse into how they structure their design process. I might take a look at them AFTER I've played the game, see if I can learn something.
Agreed. As a dude, I don't like playing as a dude. Except Geralt. I love playing as Geralt.
This is so relevant... especially since this was created last year... it's the same thing all over again!
A friend of mine wrote her master thesis about Brechtian epic elements in computer games, which MGS is full of. Full text if anybody feels like exploring this quirky phenomenon in more depth: http://dspace.library.uu.nl/handle/1874/32…
...and attached to a container. It still works.
As a developer I often have this same desire to just do something outlandish and bet big, but I work with other people and there is sadly no such consensus in our group like there appears to be with these guys. Good on them for trying something else!