HOME



picture info

Balance (game Design)
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience. Overview and development Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre. Most game designers agree that game balancing serves towards providing an engaging player experience, especially through a meta. Game balance is commonly discussed among game designers, some of whom include Ernest Adams, Jeannie Novak, Ian Schreiber, David Sirlin, and Jesse Schell. The topic is also featured in many YouTube channels specializing in game design topics, including Extra Credits, GMTK and Adam Millard. Te ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Game Design
Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, Wargame (video games), war games, or simulation games.In ''Elements of Game Design'', game designer Robert Zubek defines game design by breaking it down into three elements: * Game mechanics and systems, which are the rules and objects in the game. * Gameplay, which is the interaction between the player and the mechanics and systems. In ''Chris Crawford on Game Design'', the author summarizes gameplay as "what the player does". * Player experience, which is how users feel when they are playing the game. In Academy, academic research, game design falls within the field of game studies (not to be confused with game theory, which studies strategic decision making, primarily in non-game situations). Process of design Game design is part of a game's development from conc ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Role-playing Game
A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG or TTRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the g ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




InfoWorld
''InfoWorld'' (''IW'') is an American information technology media business. Founded in 1978, it began as a monthly magazine. In 2007, it transitioned to a Web-only publication. Its parent company is International Data Group, and its sister publications include '' Macworld'' and '' PC World''. ''InfoWorld'' is based in San Francisco, with contributors and supporting staff based across the U.S. Since its founding, ''InfoWorld''s readership has largely consisted of IT and business professionals. ''InfoWorld'' focuses on how-to, analysis, and editorial content from a mixture of experienced technology journalists and working technology practitioners. The site averages 4.6 million monthly page views and 1.1 million monthly unique visitors. History The magazine was founded by Jim Warren in 1978 as ''The Intelligent Machines Journal'' (IMJ). It was sold to IDG in late 1979. On 18 February 1980, the magazine name was changed to ''InfoWorld''. In 1986, the Robert X. Cringely colum ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Computer Opponent
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in 1948, first seen in the game ''Nim''. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. One of the most infamous example ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Flow (psychology)
Flow in positive psychology, also known colloquially as being in the zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized Attention, focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. First presented in the 1975 book ''Beyond Boredom and Anxiety'' by the Hungarian-American psychologist Mihaly Csikszentmihalyi, Mihály Csíkszentmihályi, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupati ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Randomness
In common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if there is a known probability distribution, the frequency of different outcomes over repeated events (or "trials") is predictable.Strictly speaking, the frequency of an outcome will converge almost surely to a predictable value as the number of trials becomes arbitrarily large. Non-convergence or convergence to a different value is possible, but has probability zero. Consistent non-convergence is thus evidence of the lack of a fixed probability distribution, as in many evolutionary processes. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4. In this view, randomness is not haphaza ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Dice (typical Role Playing Game Dice)
A die (: dice, sometimes also used as ) is a small, throwable object with marked sides that can rest in multiple positions. Dice are used for generating Statistical randomness, random values, commonly as part of tabletop games, including List of dice games, dice games, board games, role-playing games, and Game of chance, games of chance. A traditional die is a cube with each of its six faces marked with a different number of dots (pip (counting), pips) from one to six. When thrown or rolled, the die comes to rest showing a random integer from one to six on its upper surface, with each value being equally likely. Dice may also have other polyhedron, polyhedral or irregular shapes, may have faces marked with numerals or symbols instead of pips and may have their numbers carved out from the material of the dice instead of marked on it. Loaded dice are specifically designed or modified to favor some results over others, for cheating or entertainment purposes. History Dice have bee ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Revamp
Revamp may refer to: Changes *Revamp, informal term for maintenance, repair, and operations *Revamp, informal term for editing Editing is the process of selecting and preparing written language, written, Image editing, visual, Audio engineer, audible, or Film editing, cinematic material used by a person or an entity to convey a message or information. The editing p ... of natural-language text Music * ReVamp, a progressive metal band founded by Floor Jansen, after the split up of After Forever, her former band ** ''ReVamp'' (album), the self-titled debut album from the band above *'' Revamp'', a tribute album to Elton John and Bernie Taupin See also * * * * Vamp (other) * Re (other) {{disambiguation ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Nerfing (gaming)
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience. Overview and development Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre. Most game designers agree that game balancing serves towards providing an engaging player experience, especially through a meta. Game balance is commonly discussed among game designers, some of whom include Ernest Adams, Jeannie Novak, Ian Schreiber, David Sirlin, and Jesse Schell. The topic is also featured in many YouTube channels specializing in game design topics, including Extra Credits, GMTK and Adam Millard. T ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

MMORPG
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player character, character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from Online game, single-player or small Multiplayer online game, multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's video game publisher, publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the western world's revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe gre ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Patch (computing)
A patch is data that is intended to be used to modify an existing software resource such as a computer program, program or a computer file, file, often to fix software bug, bugs and security vulnerability, security vulnerabilities. A patch may be created to improve functionality, usability, or Computer performance, performance. A patch is typically provided by a vendor for updating the software that they provide. A patch may be created manually, but commonly it is created via a tool that compares two versions of the resource and generates data that can be used to transform one to the other. Typically, a patch needs to be applied to the specific version of the resource it is intended to modify, although there are exceptions. Some patching tools can detect the version of the existing resource and apply the appropriate patch, even if it supports multiple versions. As more patches are released, their cumulative size can grow significantly, sometimes exceeding the size of the resource ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Final Fantasy Character Classes
''Final Fantasy'' is a media franchise created by Hironobu Sakaguchi, and developed and owned by Square Enix (formerly Square). The franchise centers on a series of fantasy and science fantasy role-playing video games (RPGs). The eponymous first game in the series, published in 1987, was conceived by Sakaguchi as his last-ditch effort in the game industry; the game was a success and spawned sequels. While most entries in the series are separate from each other, they have recurring elements carrying over between entries, including plot themes and motifs, gameplay mechanics, and visual elements. The ''Final Fantasy'' series features recurring thematic elements, including magical crystals and creatures such as the Chocobo and Moogle which have appeared in multiple roles. Numerous writers have worked on the series, including Sakaguchi himself, early writer Kenji Terada, Kazushige Nojima, and Yasumi Matsuno. Some settings and specific themes have been used in multiple installm ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]