• Weighing the Balance Between Gameplay and Story

    If there ever was a push-and-pull within the gaming world, it would have to be that imaginary line that exists between gameplay and story. For...

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    If there ever was a push-and-pull within the gaming world, it would have to be that imaginary line that exists between gameplay and story. For some gamers, fun factor is the most important, to others, the story is. The fact is, games started out as just that — games. They were intended to be played,...
    838
  • Should We Kill Gameplay?

    Gameplay has always been the most prominent feature of any game—which is only natural, since it’s what the whole medium focuses on. However, a few...

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    Gameplay has always been the most prominent feature of any game—which is only natural, since it’s what the whole medium focuses on. However, a few developers intend to do away with it entirely in their game The Astronauts—instead focusing on things such as the plot, graphics, and subverting any death consequences. The goal is ultimately...
    815
  • Why Long Waits Hurt IPs

    Early game announcements have the advantage of getting a name out before any potential competitors can set up their own stands. You see an example...

    Early game announcements have the advantage of getting a name out before any potential competitors can set up their own stands. You see an example of this when Remember Me was announced at Gamescom—Watch Dogs had already made a huge impression with their own game with a similar setting and HUD, so Remember Me was...
    814
  • 5 Game Restrictions That Changed Everything

    Before this generation greatly expanded the capabilities of consoles games, developers had to work around console restrictions if they wanted to publish a game. Even...

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    Before this generation greatly expanded the capabilities of consoles games, developers had to work around console restrictions if they wanted to publish a game. Even if they could have better graphics or design new areas, certain things had to be scrapped in order to finalize their game. Here are five ways that game developers and...
    834
  • What do Minecraft, Diablo 3 and Borderlands Have in Common?

    The answer is procedurally generated content! After watching the trailer for Planet Explorers, it occurs to me that procedurally generated gameplay has a huge advantage...

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    The answer is procedurally generated content! After watching the trailer for Planet Explorers, it occurs to me that procedurally generated gameplay has a huge advantage over other modes of play. It allows any player that picks up a game to have a unique, customized experience as they explore new areas or collect new weapons. Replay...
    850
  • Did FF13 Have it Right All Along?

    Ever since its release in December 2009, Final Fantasy has been the go-to game when talking about poor gameplay design—it greatly divulges from the other...

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    Ever since its release in December 2009, Final Fantasy has been the go-to game when talking about poor gameplay design—it greatly divulges from the other games in its series and took out some key elements that made the series so successful. Exploration and world building are down-played in favor of continuous battle and frequent cutscenes....
    824
  • An Overlooked Game-breaker?

    When a new game hits the scenes, we’re quick to focus on its major attributes—the graphics, the physics, the lighting, the controls, and the premise—and...

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    When a new game hits the scenes, we’re quick to focus on its major attributes—the graphics, the physics, the lighting, the controls, and the premise—and all of those things are rightfully important to the gameplay and greatly reflect how a game will turn out. But there is something that we tend to overlook when first...
    818

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