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Selected news, features, and analysis from Gamasutra, a leading site dealing with the art and business of video games.

Gått med juni 2009

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  8. för 14 timmar sedan

    Bernard’s last thoughts: make sure you know what your game’s challenge is, and polish toward that. And when making nostalgia-fueled games, make games as you remember them, not as how they actually work.

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  9. för 14 timmar sedan

    On Early Access, the community was a big deal. Motion Twin highlighted what changes came from player suggestions, and tried to make a show out of the dev process.

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  10. för 14 timmar sedan

    The unforeseen consequences: combat could actually be harder because players weren’t dying to stupid deaths, and reviewers gushed over the controls before talking about gameplay.

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  11. för 14 timmar sedan

    Combat in Dead Cells is also guided by supporting player intention. The game guides melee hits toward enemies even if the player is facing the wrong way, and light auto-aim makes sure players are getting shots in.

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  12. för 14 timmar sedan

    This video shows Dead Cells without the control helpers. Everyone in the room seemed to cringe.

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  13. för 14 timmar sedan

    Even simple jumps in Dead Cells rely on these control tricks to help players not slip into stupid deaths. Jumps in Dead Cells support the player’s intention, and double jumps are there from the...jump.

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  14. för 14 timmar sedan

    Dead Cells’ controls are designed to make the platforming less challenging, because it’s not the challenge in this game. Bernard says it’s important for players to know why they died, and stupid platforms deaths don’t feel as fun.

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  15. för 14 timmar sedan

    Also the short death loop is important! A few seconds, and players are back in the adventure again.

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  16. för 14 timmar sedan

    With no backtracking, giving players incentives to return to the start, like abilities that unlock new zones, are important.

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  17. för 14 timmar sedan

    Permadeath isn’t anything new in games, so how did Dead Cells modernize it? Bernard explains that using death as progression and as a way to limit how much content needed to be made were what helped the game succeed.

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  18. för 14 timmar sedan

    A big party of Dead Cells’ design revolves around permadeath, so the next few slides will break that down.

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  19. för 14 timmar sedan

    Dead Cells has sold over 1 Million copies, about 60% of them on PC.

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  20. för 14 timmar sedan

    Some context for how Motion Twin makes decisions. Bernard stops to call out how equal pay helps newcomers feel empowered quickly.

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