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German GAF Help: Recommendations for PSP and DS Games in German? Originally Posted by Jockel I know it's above your price range, but you should get Xenoblade.

German GAF Help: Recommendations for PSP and DS Games in German?

Amazing game and it's Multi5. (Of course just English and Japanese dubs)I'd recommend going with games that aren't available in your region. Assuming you're from the US, Terranigma (SNES) would be a great choice. Terranigma is also available in English from the UK. I already bought Xenoblade. Emulation. Welcome - CVGM.net Computer & Video Game Music. Welcome to CVGM, your home for video game, demo scene and computer related music.

Welcome - CVGM.net Computer & Video Game Music

We stream 24 hours a day, 7 days a week, 365 days a year for your listening pleasure! This site is devoted to the men and women who devote their time creating some of the best music available in the world! You can immediately begin listening to the music by heading over to the Audio Streams page, and selecting a stream that's best for you. We have several different streams to choose from. Alternatively, you can click "Listen" in your browser and select one of the streams from the list to listen directly in your browser! If you haven't done so already, please register on the site. To familiarize yourself with the many features of the site, we have posted Getting Started With CVGM to help get you started!

We hope you enjoy your stay on our site! To see some of the new albums/song sets uploaded to CVGM, see Recently Added Albums/Compilations. FishGuy876 & The CVGM Dream Team. Video Game History. Acceleration Flow, Part 1. The MLPR can vary greatly from game to game.

Acceleration Flow, Part 1

In something like Final Fantasy 7, the MLPR could be about one level per hour. In an MMORPG or an online game like WoW or Call of Duty, the MLPR might be one level per day. All that matters is that there is a clear MLPR; only then can designers create a space in which acceleration flow is possible. The player gets used to the MLPR, and learns to be able to predict how often they should be leveling up to succeed in the game. Now, when I talk about the prediction horizon for a game with level-up elements, I mean something different from the usual definition. The prediction horizon for a level-up system is different, and has two parts. . (1) How fast is my character/characters gaining levels, gear, etc? A player's sense of the MLPR will make the "lower" and "just right" options clear. The subjectivity of a player experiencing acceleration euphoria can be illustrated by an analogy.

Obviously I’m dramatizing all this to make a point. Reverse Design: Chrono Trigger - 1. <map name="admap64899" id="admap64899"><area href=" shape="rect" coords="0,0,728,90" title="" alt="" target="_blank" /></map><table cellpadding="0" cellspacing="0" style="width:728px;border-style:none;background-color:#ffffff;"><tr><td><img src=" style="width:728px;height:90px;border-style:none;" usemap="#admap64899" alt="" /></td></tr><tr><td style="background-color:#ffffff;" colspan="1"><center><a style="font-size:10px;color:#0000ff;text-decoration:none;line-height:1.2;font-weight:bold;font-family:Tahoma, verdana,arial,helvetica,sans-serif;text-transform: none;letter-spacing:normal;text-shadow:none;white-space:normal;word-spacing:normal;" href=" target="_blank">Ads by Project Wonderful!

Reverse Design: Chrono Trigger - 1

Your ad here, right now: $0</a></center></td></tr></table> Hello, readers! If you're interested, you can get a high-quality ebook version of this Reverse Design, with lots of improved features. Get a preview of the RD: CT ebook here. Also, this isn't our first Reverse Design. Reverse Design: Final Fantasy 6 - Page 2. The Short Version This section deals with the construction of plot when it has to meet the demands of a game, much of which has already been established before writing began.

Reverse Design: Final Fantasy 6 - Page 2

With statistical analysis of the script and who speaks it, obvious design choices appear. Final Fantasy 6 was created around a roster of characters developed well before most of the other aspects of the game. Moreover, there are a number of tropes common to the FF series which had to reappear. What the FF6 team did to work around this was to center their plot around a villain and an event, so as to allow 14 different characters to have individual stories without making the game seem disconnected. This also made communicating the thematic messages of the game easy, without seeming overbearing or last-minute. This is not a literary critique of the plot of Final Fantasy 6. Many critics assume FF6, like many JRPGs of the 90s, survives not in spite of its flaws, but because of its flaws.

Useless but fun trivia bits! Woefully amateurish game design analysis by Jeremy Parish. The Endless Possibilities Of The Best World-Map Music.