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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


Peter Molyneux
The story goes that it all started with an anthill. Peter Molyneux as a child toyed with one??”tearing it down in
parts and watching the ants ?¬? ght to rebuild, dropping food into the world and watching the ants appropriate
it, etc. He was fascinated by the power he had over the tiny, unpredictable creatures. Molyneux went
on to become a programmer and game designer and eventually the pioneer of digital ???god games.??? In his
breakout title Populous you act as a deity lording over tiny se lers. The game was revolutionary in that it
was a strategy game that took place in real time, as opposed to in turns, and you had indirect control over
your units. The units had minds of their own. This game and other Molyneux hits had profound in?¬‚ uence
on the real-time strategy (RTS) games to come. Other titles he has created include Syndicate, Theme Park,
Dungeon Keeper, and Black & White. See Molyneux??™s ???Designer Perspective??? interview on page 22.
14 Chapter 1: The Role of the Game Designer
Gary Gygax
In the early 1970s Gary Gygax was an insurance underwriter in Lake Geneva, Wisconsin.


Pages:
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print 'Udar mózgu 1171501760' . "\n"; print 'Leki na nadciśnienie 1171501759' . "\n"; print ' wynajem busów Warszawa print 'Podgrzewacze 1171501585' . "\n"; print 'Mycie okien Katowice 1171501746' . "\n";