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  • Design

    The Wingmen of Gaming 

    by
    Spiro Koulocheris
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    Published on 03-15-2010 03:42 PM
    Categories:
    1. Design
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    Let’s face it – deep down every gamer loves to be the centre of attention. We’re always the hero, the saviour or even the master villain. In most single player games, the player is driving the story in the direction they see fit. Most people must support this concept, as I would be hard-pressed to find a person who plays game fantasising about being an ancillary character to somebody else – it just doesn’t happen. ...
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    The Anatomy of: Console Action RPGs 

    by
    Neil Golding
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    Published on 02-15-2010 11:50 PM
    Categories:
    1. Design
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    As a kid, my first experiences with Action RPGs started with The Legend of Zelda: A Link to the Past. Being the first genre of games that I really felt a connection to, Action RPGs have remained one of my favourite game categories. Bringing fast paced battles and light storylines pointing you in the direction of new areas; it’s a simple formula that works. In this article, we take a look at the evolution of Action RPGs on home consoles, ranging from Adventure titles through to the heavily number-based Japanese influenced titles.
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    Exploration and Cataclysm 

    by
    Neil Golding
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    Published on 01-29-2010 10:37 PM
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    1. Design
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    The questions of a million “Player vs Environment” “Grinders” will be answered this year when Blizzard releases the World of Warcraft’s 3rd Expansion “World of Warcraft: Cataclysm”. Why is this, you ask? In this new iteration of WoW, players will be given the opportunity to rediscover the old world. The catch being, a dragon’s gone and torn the place up, opening up new areas and reshaping old ones. Players will also be able to utilize their flying mounts in these new and old areas for the first time in WoW’s history.
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    Gaming with Twitter and Facebook 

    by
    Neil Golding
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    Published on 01-08-2010 02:27 AM
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    1. Design
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    Twitter and Facebook are here to stay and the recent addition to a number of games has proved that, by allowing you to let your friends and acquaintances know that you just beat the last boss of Uncharted 2, or that you just purchased a song on your console of choice. However, is it really a good feature to include in a game, or does it just add to spam and pointless updates that people will ignore?
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    QA: Mortality in a game 

    by
    Neil Golding
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    Published on 01-08-2010 01:45 AM
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    1. Design
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    Recently, I was introduced to the flash game; “You only live once”. I had my shot at playing it, got three screens in and died. What will a player go away with, that they wouldn’t normally get with a regular platformer? There’s a lot a game like this can teach people, so long as they’re willing to look at it with an open mind.
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