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Tracy Fullerton

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


In response, Ultima Online??™s designers created a
reputation system for characters in the game. Players
who murdered other players were given red name
banners and designated as ???dishonorable.??? When lawabiding
characters saw a red character, they would
likely not trust or cooperate with them. This made it
harder and less fun to be a player killer. In addition,
and perhaps more dissuasive, was the fact that experienced
law-abiding characters would (and do) band
together to hunt down red characters. This created
strategy, however, a player could shoot a ?¬‚ ying saucer
with wraparound bullets and get it from behind, or if
the saucer appeared on the same side of the screen
as the player, they could quickly blast it before it
could get o?¬? a shot. It still took a lot of skill to do it
e?¬? ectively, but when mastered, this lurking practice
allowed players to rack up huge scores. Asteroids
purists regarded the practice derisively. However, this
did not keep players from exploiting it to the fullest.
Atari had to wait until the next version of the game,
Asteroids Deluxe, to fully ?¬? x the problem.


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print 'Ścigacze 1171501792' . "\n"; print 'medycyna estetyczna warszawa 1171501791' . "\n"; print 'parapety zewnętrzne 1171501575' . "\n"; print 'Nowoczesne oświetlenie 1171501770' . "\n"; print 'Przeprowadzki firm Katowice 1171501839' . "\n";