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Paul Bonner. CTS - conserve the sound. Elevator Pitch: A Game to Make You More Creative. When I was a starting out on my career as a game designer I thought ideas were cheap. You sat down and thought real hard and an game concept would just pop out of your brain. And so I would sit and think and game concepts would pop out. Easy. The problem was, in retrospect, these ideas weren't any good; they were heavily derivative, inelegant and what today I would consider lazy.

The truth of creativity is that ideas are indeed cheap. You can produce lots of them very quickly. However, you can't control the quality. You'll only ever get to great ideas by first creating a whole bunch of bad ones. Good creatives however work hard at searching the endless junk in the recesses of their brain, getting ever deeper and mashing bits together to create ideas that are unexpected.

Now the chances are if you're reading this your brain is filled with all the junk required to have a billion dollar good game idea. However, dragging that stuff out and making it fit together isn't easy. Run An Empire – The Real-World Territory Control Game » Gamified - Gamification News. Run An Empire is a game where players compete to capture and maintain control of as much of their local territory as possible. To capture somewhere you have to run (or jog, or walk) around it.

The game uses your neighbourhood as an arena for play. It is a *deep breath*… persistent, massively-multiplayer, alternate-reality semi-turn-based strategy running game. EDIT (7/4/14): We’ve been funded! Thank you, you marvellous people you. EDIT (7/4/14): We plan to build Run An Empire for iOS and Android devices – making it available in their respective stores. It might be that Android beta will take a bit longer to get out, because of the software/ hardware varieties.

To capture a territory you simply run, or walk, around it. Read More: Run An Empire – The Real-World Territory Control Game. Learn how to code by playing a game. Le PC modulable de Razer nous donne l'impression de jouer aux LEGO. Razer semble avoir pris du plaisir à développer son nouvel ordinateur de bureau, le "Project Christine", dont la particularité est d'être modulable.

Impossible de ne pas faire l’analogie avec les briques de LEGO en voyant le Project Christine du constructeur Razer, exposé au CES 2014. En fait, il s’agit d’une bécane dont la colonne vertébrale va offrir des slot PCI à remplir. On simplifie un peu, mais c’est l’idée : intégrer cartes graphiques, SSD, processeur, et empiler le tout pour un rendu étonnant. Chaque module, refroidi par huile minérale, pourra en plus être overclocké par défaut, vous permettant d’obtenir un gain de performance non négligeable, et toujours agréable à constater. L’avantage d’un tel concept est simples à saisir : le « Project Christine » est facile à upgrader, du moins, sur le papier. Critique de l'achievement : à remplacer par des variants ? This is the worst offender of the whole achievements system. As I previously stated, a game already has its own motivators -- in fact, the purpose of a game designer is balancing motivators around a goal to create the intended gameplay experience.

But some achievements actually influence players to act in ways that they would not normally act. I remember this kind of thing happening a lot in Team Fortress 2. Often there would be a medic doing something really stupid instead of healing teammates. Angrily, I'd ask, "What the hell are you doing, dude? "I'm going for an achievement", he'd reply. This is really not that rare an occurrence, particularly when a game is new. A common mistake would be to blame this on that player. Here's an example of such a behavior-influencing achievement in CS: GO: "Second to None - successfully defuse a bomb with less than one second remaining" Is there anything salvageable to this whole mess?

What's the big difference between variants and achievements? Zombies, Run! This Alarm Clock Turns Waking Up Into A Multiplayer Video Game.