Some difficulty spikes, however, vary from player-to-player, and will crop up no matter how well the game is otherwise designed.
For example, I have a tendency to get stuck in FPSs because I forget to go through some obvious door (I tend to go for the less-obvious doors first, since that's where they like to hide the health and ammo.) Other players, more attentive than I, wouldn't find any kind of difficulty spike, because the door is right there, and it's not fighting back. A "demo mode" would be useful in situations like this because, within seconds of activating it, it would basically tell me, "hey stupid, why not turn right instead of left at this intersection, for once?"
In this case, it's not a matter of learning a new mechanic in order to continue, but remembering to use one that you've previously demonstrated mastery over (in my case, turning right.)
Watching my casual-gamer sister play, I notice that most "spikes," for her, are things like this.
Difficulty in gameplay is not always the result of the skill curve, so it would be reasonable to include a system that would allow players to move past parts of the game that they're getting stuck on, even in a game with a "perfect" skill curve, simply because players' do not apply their skills to each situation in a uniform manner.
Floating elephants would be Identified Flying Objects, and, being elephants, are very comfortably terrestrial. (Assuming you mean "from earth" and not "on the earth" when you say 'terrestrial.')...So neither the UFO nor ET enthusiasts should rightfully be able to do anything with this.
Some of them are quite good at it. Raccoons, pigeons, rats, cockroaches, to name a few. Sure, they're not species we particularly like but it is certainly not the case that an urbanized environment is a human-only zone.
While not everyone has the PS3 needed to play Everyday Shooter, Mr. Mak's last game, Gate 88 can be downloaded for a few different OSs. http://www.queasygames.com/gate88/
Except there weren't any Terran units, or Protoss units for that matter, that had mastered the powers of both the High Templar -and- the Dark Templar. If you'd killed the Overmind with just 20 Goliaths, it would have just sprung back to life the moment you turned your head.
I am sure Artanis would have something to say to that. Something like, "This is not WarCraft [3] in Space, [with some bright colors added], it's much more sophisticated!"...And from what I understand they created a completely new engine for SC2, designed to be able to handle StarCraft-scale numbers of units on the screen as opposed to the numbers you'd typically see in WarCraft games.
According to Blizzard, current plans for Battle.net 2.0 do not involve ads, s
Some difficulty spikes, however, vary from player-to-player, and will crop up no matter how well the game is otherwise designed. For example, I have a tendency to get stuck in FPSs because I forget to go through some obvious door (I tend to go for the less-obvious doors first, since that's where they like to hide the health and ammo.) Other players, more attentive than I, wouldn't find any kind of difficulty spike, because the door is right there, and it's not fighting back. A "demo mode" would be useful in situations like this because, within seconds of activating it, it would basically tell me, "hey stupid, why not turn right instead of left at this intersection, for once?" In this case, it's not a matter of learning a new mechanic in order to continue, but remembering to use one that you've previously demonstrated mastery over (in my case, turning right.) Watching my casual-gamer sister play, I notice that most "spikes," for her, are things like this. Difficulty in gameplay is not always the result of the skill curve, so it would be reasonable to include a system that would allow players to move past parts of the game that they're getting stuck on, even in a game with a "perfect" skill curve, simply because players' do not apply their skills to each situation in a uniform manner.
Turtles and bees are never boring.
Floating elephants would be Identified Flying Objects, and, being elephants, are very comfortably terrestrial. (Assuming you mean "from earth" and not "on the earth" when you say 'terrestrial.') ...So neither the UFO nor ET enthusiasts should rightfully be able to do anything with this.
Slow news day or what?
They're working on Timbuktu, Mali.
After that, it breaks down a bit; Gaia is neither male or female. ;)
It's a slightly anthropocentric view to assume that all successful reproduction in the world (and universe) is sexual, don't you think?
No, photosynthesis is nowhere near 95% efficient.
Some of them are quite good at it. Raccoons, pigeons, rats, cockroaches, to name a few. Sure, they're not species we particularly like but it is certainly not the case that an urbanized environment is a human-only zone.
Why is it a lot of people seem to have the mindset of "once you move data from place A to place B, you should get rid of the data in place A" ???
Well, they're moving it, not copying it. It's a holdover from their previous method: chiseling data into stone tablets.
That's why you go to a school with a good football team. That way you learn the real life skills!
I think there is a bit more to designing games than watching the Saw movies over and over.
Replying to undo moderation. What a fool as I to moderate so poorly, what a fool!
Well, you have to descend, because BlizzCon is hosted in Hell.
The pop cap in SC2 will be 200, like it was in SC1.
It's not "current gen" until some member of the next, "next gen" has been announced.
Try the StarCraft II website, http://www.starcraft2.com/ ...Their screenshots are in the neighborhood of 1600x1200.
Why did you do that in the first place? if the End is coming, certainly it means you're just hours away from stripper factories and beer volcanoes.
It is not possible to waste time drawing a Venn diagram. The action is a reward in and of itself.
While not everyone has the PS3 needed to play Everyday Shooter, Mr. Mak's last game, Gate 88 can be downloaded for a few different OSs. http://www.queasygames.com/gate88/
So you're saying it's really South Korea we have to watch out for?
I play sousaphone in marching band. We're not trained to kill those that mock berets: we do it by pure instinct.
The units in TA were barely more than blocks, with none of today's crazy effects. This is 2007 and people expect a bit more from their 3D.
Except there weren't any Terran units, or Protoss units for that matter, that had mastered the powers of both the High Templar -and- the Dark Templar. If you'd killed the Overmind with just 20 Goliaths, it would have just sprung back to life the moment you turned your head.
I am sure Artanis would have something to say to that. Something like, "This is not WarCraft [3] in Space, [with some bright colors added], it's much more sophisticated!" ...And from what I understand they created a completely new engine for SC2, designed to be able to handle StarCraft-scale numbers of units on the screen as opposed to the numbers you'd typically see in WarCraft games.