Tumblelog by Soup.io
Newer posts are loading.
You are at the newest post.
Click here to check if anything new just came in.

April 12 2017

1482 229e 500

procedural-generation:

Warning Forever (2003)

A vertical-scrolling shoot-em-up by Hikoza T Ohkubo that consists entirely of boss battles against opponents that are procedurally generated to counter the weaknesses of your fighting style. As you beat each stage, the next boss gets generated with new abilities based on how you destroyed the last one. 

This kind of adaptive play, with systems that react to the player’s actions and generate new content based on them is a powerful approach. It gives the player’s actions inherent meaning, demonstrating an active recognition of the choices that are made. 

This kind of intimate feedback is difficult to create by hand, because choices need to be anticipated by the designer to be recognized, resulting in a relatively limited set of verbs that the game recognizes. But if we create a procedural system that can communicate to the player in its own language, we can create a dialog between the player and the game.

March 24 2017

lutoma
5028 1cbc 500
Reposted fromlokrund2015 lokrund2015 viamiriamino miriamino
lutoma
4225 4c5e
fahrschein-sharing
Reposted fromhannes hannes viamiriamino miriamino
lutoma
6319 fb8b 500
Reposted fromjan jan viamiriamino miriamino

April 12 2017

1482 229e 500

procedural-generation:

Warning Forever (2003)

A vertical-scrolling shoot-em-up by Hikoza T Ohkubo that consists entirely of boss battles against opponents that are procedurally generated to counter the weaknesses of your fighting style. As you beat each stage, the next boss gets generated with new abilities based on how you destroyed the last one. 

This kind of adaptive play, with systems that react to the player’s actions and generate new content based on them is a powerful approach. It gives the player’s actions inherent meaning, demonstrating an active recognition of the choices that are made. 

This kind of intimate feedback is difficult to create by hand, because choices need to be anticipated by the designer to be recognized, resulting in a relatively limited set of verbs that the game recognizes. But if we create a procedural system that can communicate to the player in its own language, we can create a dialog between the player and the game.

March 24 2017

lutoma
5028 1cbc 500
Reposted fromlokrund2015 lokrund2015 viamiriamino miriamino
lutoma
4225 4c5e
fahrschein-sharing
Reposted fromhannes hannes viamiriamino miriamino

April 12 2017

1482 229e 500

procedural-generation:

Warning Forever (2003)

A vertical-scrolling shoot-em-up by Hikoza T Ohkubo that consists entirely of boss battles against opponents that are procedurally generated to counter the weaknesses of your fighting style. As you beat each stage, the next boss gets generated with new abilities based on how you destroyed the last one. 

This kind of adaptive play, with systems that react to the player’s actions and generate new content based on them is a powerful approach. It gives the player’s actions inherent meaning, demonstrating an active recognition of the choices that are made. 

This kind of intimate feedback is difficult to create by hand, because choices need to be anticipated by the designer to be recognized, resulting in a relatively limited set of verbs that the game recognizes. But if we create a procedural system that can communicate to the player in its own language, we can create a dialog between the player and the game.

March 24 2017

lutoma
5028 1cbc 500
Reposted fromlokrund2015 lokrund2015 viamiriamino miriamino

April 12 2017

1482 229e 500

procedural-generation:

Warning Forever (2003)

A vertical-scrolling shoot-em-up by Hikoza T Ohkubo that consists entirely of boss battles against opponents that are procedurally generated to counter the weaknesses of your fighting style. As you beat each stage, the next boss gets generated with new abilities based on how you destroyed the last one. 

This kind of adaptive play, with systems that react to the player’s actions and generate new content based on them is a powerful approach. It gives the player’s actions inherent meaning, demonstrating an active recognition of the choices that are made. 

This kind of intimate feedback is difficult to create by hand, because choices need to be anticipated by the designer to be recognized, resulting in a relatively limited set of verbs that the game recognizes. But if we create a procedural system that can communicate to the player in its own language, we can create a dialog between the player and the game.

Older posts are this way If this message doesn't go away, click anywhere on the page to continue loading posts.
Could not load more posts
Maybe Soup is currently being updated? I'll try again automatically in a few seconds...
Just a second, loading more posts...
You've reached the end.

Don't be the product, buy the product!

Schweinderl