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then made me think of hidden object games, a genre with an audience that traditionally skews heavily toward women. This was a golden opportunity for my favorite game design trick: make a game that's literally about doing the thing , don't try to adapt it into a platformer or shooter or something! Very simple. As was foretold.
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We do this by creating a specific target for that anger that isn't the game itself, and by giving the player a satisfying way to release all of the tension that anger has built up within them. Let me illustrate this concept in two gifs. ALT We want the player to feel that anger, just not at the game.
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You'll be able to earn the skills and experience needed to make your dream game real while building other games and seeing some best practices in action. You can even consider the day job as a means to earn some funding to build a demo that you can use to shop around for investors and further funding.
There are plenty of city buildinggames around but Fabledom adds a fairytale twist to the genre. Set in a storybook kingdom filled with magical creatures, kings and castles, the game gives players the opportunity to build their own kingdom and find their true love. He never worked on a ‘real’ game either.
Live services exist for single player game - any game with regular content updates and patching is a live service. Those content updates and patches are the "service" part - we have to build them, they go live and get pushed out to the public. I think you've misunderstood the "single player vs live service" thing.
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