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relevanceforthcoming.blogspot.com

Relevance Forthcoming

Wednesday, March 16, 2011. Gamedesign.dev: Leveling up. The sharper the benefits of levels, the harder it becomes to balance the rest of the game. Either you anticipate the low-level players and make your fights too easy, or you anticipate the higher-level ones and force grinding from the player. On the converse side, if gaining levels doesn't give a benefit, why bother? Thursday, February 3, 2011. Ideally, the controls of a game should be simple and intuitive enough that the player never has to take a b...

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Relevance Forthcoming | relevanceforthcoming.blogspot.com Reviews
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Wednesday, March 16, 2011. Gamedesign.dev: Leveling up. The sharper the benefits of levels, the harder it becomes to balance the rest of the game. Either you anticipate the low-level players and make your fights too easy, or you anticipate the higher-level ones and force grinding from the player. On the converse side, if gaining levels doesn't give a benefit, why bother? Thursday, February 3, 2011. Ideally, the controls of a game should be simple and intuitive enough that the player never has to take a b...
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Relevance Forthcoming | relevanceforthcoming.blogspot.com Reviews

https://relevanceforthcoming.blogspot.com

Wednesday, March 16, 2011. Gamedesign.dev: Leveling up. The sharper the benefits of levels, the harder it becomes to balance the rest of the game. Either you anticipate the low-level players and make your fights too easy, or you anticipate the higher-level ones and force grinding from the player. On the converse side, if gaining levels doesn't give a benefit, why bother? Thursday, February 3, 2011. Ideally, the controls of a game should be simple and intuitive enough that the player never has to take a b...

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relevanceforthcoming.blogspot.com relevanceforthcoming.blogspot.com
1

Relevance Forthcoming: January 2011

http://relevanceforthcoming.blogspot.com/2011_01_01_archive.html

Wednesday, January 26, 2011. Gamedesign.dev: Co-op play. One last example is the flash game Transformice. So, which of these is best? Or chucking people in a pit, that's social too. Subscribe to: Posts (Atom). Gamedesign.dev: Co-op play. View my complete profile.

2

Relevance Forthcoming: January 2010

http://relevanceforthcoming.blogspot.com/2010_01_01_archive.html

Thursday, January 21, 2010. Real world examples of basic programming elements. Variables: "So, what are you going to name your kid? For loops: "My job is so boring. Every hour, I have to check the temperature on this gauge, and if it ever overloads, I just flip a switch to cool it down.". While loops: "Every day when I get up, I go fishing in the morning. I'll probably stop once I get older.". If statements: "When they get here, I'm not gonna let them in unless they're carrying a white flag.".

3

Relevance Forthcoming: March 2011

http://relevanceforthcoming.blogspot.com/2011_03_01_archive.html

Wednesday, March 16, 2011. Gamedesign.dev: Leveling up. The sharper the benefits of levels, the harder it becomes to balance the rest of the game. Either you anticipate the low-level players and make your fights too easy, or you anticipate the higher-level ones and force grinding from the player. On the converse side, if gaining levels doesn't give a benefit, why bother? Subscribe to: Posts (Atom). Gamedesign.dev: Leveling up. View my complete profile.

4

Relevance Forthcoming: September 2010

http://relevanceforthcoming.blogspot.com/2010_09_01_archive.html

Wednesday, September 29, 2010. Gamedesign.dev: Intense Difficulty. So what, you might say? Or maybe I'm just Stockholming it up and either they're badly designed or most other games that pride themselves on beating you to death ten times before you finally get to grasp the strategies involved are being fair as they do it as well, but I have yet to see evidence to either one. Tuesday, September 28, 2010. Gamedesign.dev: Random drops. Saturday, September 25, 2010. Thursday, September 23, 2010. So, I figure...

5

Relevance Forthcoming: November 2010

http://relevanceforthcoming.blogspot.com/2010_11_01_archive.html

Friday, November 12, 2010. Gamedesign.dev: Boss battles. Nothing gets the heart pounding and the blood rushing like a good challenge, and what could be more challenging than fighting tooth and nail for your own life against incredible odds? Similarly, if the game's control setup isn't inclined towards boss encounters, you should reconsider. Case in point: an otherwise charming Flash game by the name of Level Up! Subscribe to: Posts (Atom). Gamedesign.dev: Boss battles. View my complete profile.

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Relevance Forthcoming

Wednesday, March 16, 2011. Gamedesign.dev: Leveling up. The sharper the benefits of levels, the harder it becomes to balance the rest of the game. Either you anticipate the low-level players and make your fights too easy, or you anticipate the higher-level ones and force grinding from the player. On the converse side, if gaining levels doesn't give a benefit, why bother? Thursday, February 3, 2011. Ideally, the controls of a game should be simple and intuitive enough that the player never has to take a b...

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