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Tracy Fullerton

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

The most adrenaline
squirting game I??™ve ever played.
?· Super Mario Bros.: I can??™t leave this game o?¬? my list because it was the ?¬? rst game that introduced
the idea of a world for the player to explore, an idea that still continues to be seen in many modern
games, including the GTA series.
Advice to designers:
Learn from other games and designers, but do not copy them. You absolutely must invent something unique
and compelling (one without the other is not enough) to be a success. For example, at the time we were
working on the concept for Max Payne, Tomb Raider was just out and a huge hit. We could have easily fallen
into the trap of making a male version of Lara Cro , but that would have been recreating another Indiana
Jones. So, instead, we looked at what Tomb Raider did well, and purposely picked other things for Max
Payne to do well. It was critical for Max to be seen as a unique character, not a copycat. If you follow in other
people??™s footsteps, you??™ll never be a leader.
Further Reading
Rush, Alice, Hodgson, David, and Stra on, Bryan.
Paid to Play: An Insider??™s Guide to Video Game Careers.


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print 'X-Lite 1171501977' . "\n"; print 'kaski shark 1171501976' . "\n"; print 'Przeprowadzki Bytom 1171501944' . "\n"; print 'porownywarka oc 1171501679' . "\n"; print 'program do wystawiania faktur 1171501926' . "\n";