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The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool. But publishers are not the only avenue.
Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.
The concept of early access became a pivotal aspect of 1 Simple Game ’s strategy, allowing them to integrate community feedback early in the development process. Francisco’s insights into the marketing landscape proved invaluable as they navigated this complex terrain.
Moria’s descendant Angband also included ego items ( over 100 properties), but expanded the concept of randomized items even further by adding the option to activate “Randomly Generated Artifacts,” abbreviated “randarts.”
Rampant terrain destruction is awesome, by the way ;). Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below. Some concepts: More enemies could show up?
In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) Since it’s a somewhat related concept and worth taking into consideration during map design, I’ll add a few notes about it here. Architecture.
I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. A key concept in addressing this question is the idea of the skill chain , as articulated in Characteristics of Games , by Elias et al.
As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.
Naked simulated AI people ("peeps") arrive and flow across the terrain. In her excellent book Narrative As Virtual Reality , Marie-Laure Ryan outlines some common understandings of virtual: virtual as "digital": inspired by computer concepts like virtual memory. It's a zoomed out perspective, it's not immersive, it's a simulation.
Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles. Balancing the weight of each system was difficult. It already feels so fraught to me.
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