How much does a player's efficiency increase with additional training? A player with no idea of what makes a good build order for the first moments and what units have damage modifiers against what other units (i.e. what is a counter to what) will just play horribly and noone would enjoy playing against them until they've learned enough. Remember the "Learn to fly OFFLINE, noob!" complaints about BF2?
That depends on what the user wants. Especially games that can be played with multiple players would benefit from coaching. Or even just manuals and tutorials that explain more than the basic controls. How about e.g. explaining some useful strategies to the player and teaching him more optimal build orders in an FPS? How about training him in the actual use of combos and special features in fighting games rather than simply saying "Press Weak Kick, Strong Kick and Strong Punch to trigger the 'ultimate shield' feature"? You know, so the player doesn't leave the tutorial as a total noob.
Oh and having manuals give gameplay-relevant descriptions instead of some Scifi technobabble or history ("best used against multiple weaker units at medium to long range" instead of "uses a multiphase emitter to project a plasma stream at the target" or "King Henry the fourth used this spell in a battle against the orc hordes of Krgtltl") would help with making people realize which units are good for what purpose since it may not be immediately apparent that a super-big cannon does reduced damage against infantry or somesuch.
Foolish? How so? Nintendo saw that the Sega CD was failing badly and there was little demand for CD-based systems at the time so they abandoned the SNESCD project and anyway Sony was getting way too cocky and started demanding that they get the license fees from SNES CD games instead of Nintendo. Had Nintendo agreed they'd have lost anyway but they'd have given Sony access to Mario and Zelda.
The hands-on reports from E3 say that the Madden controls are vastly more intuitive on the Wii and apprently they have changed the mechanics beyond just changing the input device.
Yeah, great. Swing your arms around like a monkey to manipulate a sword, with nothing to stop your momentum when your swing is blocked on-screen.
You aren't creative enough. How about having your character flinch and maybe lose his grip on the weapon if you continue moving when your sword has been blocked?
All games used that at the height of the shareware era. Yes, even Epic Megagames (Jazz Jackrabbit had 6 episodes, for example, although for most games 3 was the norm). Later on episodes stopped being sold one at a time and complete game packages became more common.
Oh, I think the nickname Patrio is pretty fitting: If it doesn't like your IFF codes it blasts you to kingdom come without further thought while it won't hit those warheads it was built to hit in firstplace.
Indeed, you can get the SFII anniversary edition for the PS2 for cheap. Never managed to get past the second fight on lowest difficulty in it but I guess I'm just not accustomed to that game system anymore...
Hex? Man you guys got it easy. I've got books that list some games in binary. ASCII encoded binary. That's fun to type in. "Is that a three pixel bar or a four pixel one?"
They would have to off Yamauchi in order to buy Nintendo. I imagine that'd be rather hard, their agents would suffer "unfortunate accidents".
How much does a player's efficiency increase with additional training? A player with no idea of what makes a good build order for the first moments and what units have damage modifiers against what other units (i.e. what is a counter to what) will just play horribly and noone would enjoy playing against them until they've learned enough. Remember the "Learn to fly OFFLINE, noob!" complaints about BF2?
That's SSBN or SSB (for nuclear and conventional propulsion), not SSBM as the M is already covered by the B.
That depends on what the user wants. Especially games that can be played with multiple players would benefit from coaching. Or even just manuals and tutorials that explain more than the basic controls. How about e.g. explaining some useful strategies to the player and teaching him more optimal build orders in an FPS? How about training him in the actual use of combos and special features in fighting games rather than simply saying "Press Weak Kick, Strong Kick and Strong Punch to trigger the 'ultimate shield' feature"? You know, so the player doesn't leave the tutorial as a total noob.
Oh and having manuals give gameplay-relevant descriptions instead of some Scifi technobabble or history ("best used against multiple weaker units at medium to long range" instead of "uses a multiphase emitter to project a plasma stream at the target" or "King Henry the fourth used this spell in a battle against the orc hordes of Krgtltl") would help with making people realize which units are good for what purpose since it may not be immediately apparent that a super-big cannon does reduced damage against infantry or somesuch.
I'm sick of my instruction manual being in the game; I'd rather figure things out for myself.
So in other words you don't want to RTFM and you don't want the machine to do it for you either?
Sega does what Nintendon't.
Like leaving the hardware market.
Then you started developing for the PS2 and started wishing that Sega would win?
Most devs say the biggest advantage from working on next gen titles is that you're not working on PS2 titles.
Foolish? How so? Nintendo saw that the Sega CD was failing badly and there was little demand for CD-based systems at the time so they abandoned the SNESCD project and anyway Sony was getting way too cocky and started demanding that they get the license fees from SNES CD games instead of Nintendo. Had Nintendo agreed they'd have lost anyway but they'd have given Sony access to Mario and Zelda.
That undoes your marketing. Marketing is more expensive than developing a new product these days.
can't really imagine going without it but nothing you really are thinking about when you use it everyday.
That's what makes a good controller, the fact that you no longer have to think about it. It's an interface, a tool, not the game itself.
The hands-on reports from E3 say that the Madden controls are vastly more intuitive on the Wii and apprently they have changed the mechanics beyond just changing the input device.
The staff seems to have better anti-armor capabilities than an assault rifle so maybe it's a hybrid anti-personell/anti-armor weapon?
Yeah, great. Swing your arms around like a monkey to manipulate a sword, with nothing to stop your momentum when your swing is blocked on-screen.
You aren't creative enough. How about having your character flinch and maybe lose his grip on the weapon if you continue moving when your sword has been blocked?
Look at the bright side: If the game's a turd you just dropped 20$ on the first episode instead of 60 on the entire game.
He's talking about Onslaught but mixed up the names.
All games used that at the height of the shareware era. Yes, even Epic Megagames (Jazz Jackrabbit had 6 episodes, for example, although for most games 3 was the norm). Later on episodes stopped being sold one at a time and complete game packages became more common.
Huh? The procedurally generated models, textures, and animations are generated once, probably at the beginning of the level
How many games still load everything at the beginning of the level? These days we've got games like GTA that load on the fly.
But the results can always be cached.
Where? In RAM? Consoles don't have a lot of RAM to spare.
or the fact that the three moderation categories don't add to 100%.
You are aware that that list only shows the three mods with the most percentage?
Last I checked cheerleaders weren't gagged and shackled, they have chosen voluntarily to become like that.
Oh, I think the nickname Patrio is pretty fitting: If it doesn't like your IFF codes it blasts you to kingdom come without further thought while it won't hit those warheads it was built to hit in firstplace.
Indeed, you can get the SFII anniversary edition for the PS2 for cheap. Never managed to get past the second fight on lowest difficulty in it but I guess I'm just not accustomed to that game system anymore...
Then wouldn't better advise be "improve the relationships with your suppliers"?
So Apple has a 95% marketshare on laptops?
Hex? Man you guys got it easy. I've got books that list some games in binary. ASCII encoded binary. That's fun to type in. "Is that a three pixel bar or a four pixel one?"