Topic: We consider prosperities of computer games
I.e. advantages. Therefore as, if someone (I, for example) it was going to be engaged in development of games, it is necessary to know where better to move, am not less than the nobility, it is not necessary where to move the Author: velkin Date: 13.05 22:23 For me in games variability is important. Therefore as with .. Mathematicians and games theories, purpose achievement should transit as it is possible the big ways. It is clear that the balance thus can suffer. But here to take the same Diablo 2-3, I played both in that and in another. Main "idea" of developers of the third was such: what on each case you can type more convenient dial-up of spells and fleeces (they this idea at other morons of developers, yes?) And this dial-up is strongly restricted on top, and as a matter of fact not strongly from each other differ. In the second at you generally 2-3 choices on each character as it to swing. And selecting one way, you close for yourself others because it is a lot of points of prorolling, and it is not enough points for prorolling. From here there is a variability and . And, as all ways all the same for you are opened, the player still receives on hands possibility to be played with balance between prorolling methods. In the third all this misses at once. Therefore the second is better than the first and the third. And most likely the fourth, judging by tendencies." Dress up Mashenku "- to this principle all games, even new thoughts are reduced almost (what to pump over and where to spend). It is the same variability, but is a bit wider - that on the hero what to construct at itself in a city, what to pump over and so on. I.e. attaching of certain game entities on other game entities. A certain two-dimensional matrix of efficiency, the big dimensionality as a result turns out. The matrix is not visible to the player, but formally is present. It even can be drawn on a paper, to analyze and play super-optimum. But that all was not strongly obvious, I will note that efficiency in game should be too not one-dimensional concept (efficiency for achievement of one or several purposes, and the purposes, finite and intermediate - always a little) therefore efficiency matrixes becomes a little, they start to clash among themselves for game entities, and we besides have a choice. And the choice is just the most interesting in games. Not a drawing, not physics, not a plot even.... I with pleasure played somehow hour two in console (command line application means) nedo-maketik because there there was a cool feature with a choice, and all has been seasoned on top . And outwardly it looks as much .