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Gausswerks: design reboot. Let's talk about jumping. This article conveniantly leaves out a few points when comparing games to bias one's opinion towards his point of view. Examples: The original super mario brothers had a built in "run faster than should be possbile" button. Holding down the fire button makes you run. As soon as you figure this out it becomes ridiculous to not run constantly and thus you are holding down a button the ENTIRE GAME, when it would have simply made more sense to make mario run that speed constantly and use the fire button to slow down. In both mertroid and zelda games, the add on's had nothing to do with the puzzle and challenge as we (originally) didn't know what add-ons were in the game or what they did. You would see a unreachable ledge or door and try numerious things to get across only to die. Later on you would realize how foolish this was, but at the time, you were risking your life hoping something good was beyond that reachable segment.

It is an interesting read though. Brink-o-Vision: In-Game Footage At Last. A New Economic Model For Massively Multiplayer Games - Programme. REZ HD- Introspection Synesthésique « Web In Translation.