Game Design

Cryptozoic Announces DC Deck-Building Game: Confrontations

Tabletop Gaming News - 16 November 2017 - 9:00am
Comic books are filled with confrontations. I mean, it wouldn’t be all that interesting if Superman just went to work as Clark Kent, had a standard day where nothing happened, and then went home at night. Not really thrilling. So you’ve got supervillains and even rogue superheroes and all other sorts of things going on. […]
Categories: Game Theory & Design

Time Barons Now Available From WizKids

Tabletop Gaming News - 16 November 2017 - 8:00am
Oh, to be able to control time. You’d be able to speed through the week and get to the weekend again. Or go back in time and relive really great moments. Hell, I’d go ahead and schedule up TGN posts for the next decade or two at one time. But if there were other people […]
Categories: Game Theory & Design

Z-Man Games Posts New Pandemic: Rising Tide Preview

Tabletop Gaming News - 16 November 2017 - 7:00am
Having your country below sea level can possibly cause some issues unless you’ve got a really good levee, lock, and dam system. Well, the Netherlands is below sea level. And they’ve got a pretty good system going for them. But what if those systems start to fail? It’ll take a lot more than just sticking […]
Categories: Game Theory & Design

Five Weeks in the Wild - Early Access on itch.io - by Martin Nerurkar

Gamasutra.com Blogs - 16 November 2017 - 6:31am
On the 10th of October I I started the Nowhere Prophet First Access on itch.io (http://itch.nowhereprophet.com). That was just over five weeks ago so I guess it's time for a look at how that went and how I feel about it.
Categories: Game Theory & Design

Video Game Monetization Strategies - by Chris Cobb

Gamasutra.com Blogs - 16 November 2017 - 6:30am
The purpose of this article is to provide a lens for understanding and evaluating monetization strategies in games.
Categories: Game Theory & Design

Day 38 of 100 Days of VR: Creating a VR First Person Shooter I - by Josh Chang

Gamasutra.com Blogs - 16 November 2017 - 6:29am
Welcome to Day 38! Today, we’re going to talk about the limitations of mobile VR and make some changes in our game to fix things. We’ve already started to fix some things, specifically adding event triggers to our enemies, but there’s still many to solve
Categories: Game Theory & Design

Swift based iPhone Game Development Process - by Juned Ghanchi

Gamasutra.com Blogs - 16 November 2017 - 6:28am
Game development for an iPhone has never been so much easy as it is now. All you need to get started is going to the Apple’s App Store, and you get all the resources readily available.
Categories: Game Theory & Design

Biome Painter: Populating Massive Worlds - by Krzysztof Narkowicz

Gamasutra.com Blogs - 16 November 2017 - 6:27am
How to efficiently populate massive game worlds? Certainly, we don’t want to place every tree manually. After all, game development is about making smart trade-offs.
Categories: Game Theory & Design

Plaid Hat Posts New Stuffed Fables Preview

Tabletop Gaming News - 16 November 2017 - 6:00am
Every story has a beginning. In this new preview of Stuffed Fables from Plaid Hat Games, we get a look at the first couple pages of the Storybook. So, what is this all about? Where is “base” that we build up from? That’s what you get to see. From the post: Hello, and welcome to […]
Categories: Game Theory & Design

Mud and Water of Spintires:MudRunner - by Pavel Zagrebelnyy

Gamasutra.com Blogs - 16 November 2017 - 1:06am
Here we present technical details behind rendering of Mud and Water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive on Xbox One, PlayStation 4 and PC (Steam).
Categories: Game Theory & Design

Character Class: Looking for Group

RPGNet - 16 November 2017 - 12:00am
Gaming with people you know.
Categories: Game Theory & Design

Designing ‘Organic’ Difficulty: A Cognitive Neuropsychology Approach (1: Introduction)! - by Ashton Philip Kehnscherper

Gamasutra.com Blogs - 15 November 2017 - 10:27pm
Current difficulty systems often focus on fixed metric manipulation to appease players when it comes to difficulty, but through the use of a different cognitive neuropsychology lens, can a more 'organic' method to game design and difficulty be produced?
Categories: Game Theory & Design

Battlefront II, Overwatch under scrutiny by Belgian gambling regulator

Social/Online Games - Gamasutra - 15 November 2017 - 4:39pm

The Belgian Gaming Commission's general director has told local media outlet VTM that the outfit is investigating whether the loot crate systems in Battlefront II and Overwatch qualify as gambling. ...

Categories: Game Theory & Design

Battlefront II dev: 'It's up to us to make sure that grind is fun and not overwhelming'

Social/Online Games - Gamasutra - 15 November 2017 - 4:10pm

"Crates can be a fun addition as long as you don't feel forced to engage with them in order to progress," a Battlefront II dev wrote on Reddit. "That's where the issue is with our game right now." ...

Categories: Game Theory & Design

Fantasy Flight Games Previews Quests in Legacy of Dragonholt

Tabletop Gaming News - 15 November 2017 - 3:00pm
So, there’s been some discussion about what, exactly, Legacy of Dragonholt. It’s not quite an RPG. It’s not quite a board game. It’s sort of in its own category. As such, you might wonder, “so, what do you do in the game?” Well, in this preview Fantasy Flight shows off what quests are like in […]
Categories: Game Theory & Design

Tomb of Annihilation Set For Dice Masters Now Available

Tabletop Gaming News - 15 November 2017 - 2:00pm
Seems we’ve got a couple Dungeons & Dragons releases today that aren’t actually Dungeons & Dragons releases. In this case, it’s the Tomb of Annihilation set for Dice Masters. Want to get your dice-rolling on without your full group there? Now you certainly can, as you take on undead horrors (or control them, if you […]
Categories: Game Theory & Design

Valve is using Steam player data to power Counter-Strike: GO matchmaking

Social/Online Games - Gamasutra - 15 November 2017 - 1:13pm

The new system considers information from both a player's time in Counter-Strike and general behavior on Steam before placing them in matches. ...

Categories: Game Theory & Design

All Out War: Battleground Minis Game Up On Kickstarter

Tabletop Gaming News - 15 November 2017 - 1:00pm
You’ve got tabletop minis games. You’ve also got real-time strategy games. But what if you got your minis game into your real-time strategy game and your real-time strategy game into your minis game? You’d have All Out War: Battleground. If you’re a fan of original Warcraft and you’re a fan of Fantasy Miniatures Games, this […]
Categories: Game Theory & Design

Fantasy Flight Games Posts New A Game of Thrones Catan: Brotherhood of the Watch Preview

Tabletop Gaming News - 15 November 2017 - 12:00pm
Most of us have played Settlers of Catan. It might have been a while, but you might remember how scoring works. You want to build settlements and cities, build long roads, collect soldiers, that sort of thing. But how will scoring work in the upcoming A Game of Thrones Catan: Brotherhood of the Watch from […]
Categories: Game Theory & Design

Midweek Snippets

Tabletop Gaming News - 15 November 2017 - 11:00am
The week continues along. We’re halfway to the end. Just gotta put our heads down and power through. Not that the week’s been terrible, mind you. Just busy. Lots of things on my metaphorical plate before I get lots of things on my actual plate next week. But before we can get there, let’s snack […]
Categories: Game Theory & Design

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