Gaming industry should be the most rapidly changing IT industry, a branch of the. New technologies, new concepts are likely to become famous in this industry. Here are the 10 most avant-garde and make this industry the most potential technology changes and the recurrence of the concepts from the creative point of view or whether swtor is from an economic point of view is undoubtedly the most timely ideas, let us look at the following under which it.
Cloud computing game design
If the "cloud" for you have not a new thing, then you must be good at playing the most heavenly merchants a means to flicker technical terms, and to know the last ever seen a gaming Xiaobian promises claim to use nanotechnology it.
Now back to cloud up game design, in this cloud computing concept, is not primarily as a data processing computer, but the players themselves. Through networking of the game database, game designers can clearly understand the preferences of most players, and behavior patterns. Feedback data through the analysis of these, players can play to a game more suitable for the contents of their taste. This has been achieved in online games, and with more than the current single of the game gradually and networking, I believe this technology will be applied to the present another trend: DLC in.
Game Community
Said community-based, I believe many players will be the first time in my mind thought "stolen food" to be used. But we want to say here is not "stolen food" this game, we are saying is similar to "all network" this community site. After all, we have not heard of any "stealing dish network" sites like it.
The benefits of community-based game players will share their gaming experience, and this share is more inclined to help each other form, which with long ago that people are living with each other and help each other that are the same as when . Think about Buy Swtor Credits Buy Swtor Credits it, when the whole game exudes a kind of "dancing around the fire," the party atmosphere, swtor will be how poetic and harmonious picture na.
Handheld game of
This is an emerging trend, relying on cell phones and other handheld platform, the more powerful features, games are becoming more portable. We have been able to clearly foresee the next contest in a handheld platform, SONY and Nintendo is no longer duel between the peak, and as Apple's strength into, the three pillars of the situation has been formed. In addition, a variety of titles for handheld platforms have also introduced in the sequel. "Dragon Quest 9" (DQIX) is a typical example, although moved from the DS console on the platform, but for 3.5 million sales in Japan platform is not sufficient to demonstrate the main factors affect the sales. As long as identify the location, even handheld games can do not lose sales to others.
However, the pursuit of the game screen sub-
For the players, 2D and cartoon-style re-emergence of the picture is not anything new. Although there will be no matter what the time to screen a large finesse player and the physical simulation engine, the highest degree for their pursuit, but a principle is the same at any time: the game play, game objectives and the course of the game before is composed of the core elements of a game, in addition to all the elements are just icing on the cake. The latest example Klei "Shank" is a horizontal version of the pure 2D action game, but you can say he was on hand and the fight against flu than the 3D action game has much of a difference it?
Dig Wii platform game
When the world's game developers are eyeing the "somatosensory game" This new technology, we see the PS's Move and Xbox360's Kinect. But as a "somatosensory game Wii" the flourish by: Nintendo is a bit insufficient. Although no shortage of recent masterpiece Wii platform, such as SEGA's "Galaxy Hunter: Another M", Konami's "Silent Hill: Broken Memories" and Capcom's series of new shows for the Wii platform are to the world of infinite potential.
The other hand, Nintendo's first-line masterpiece "The Legend of Zelda: Sky Sword", the exhibition for the conference at the E3 frequent question, though nothing to do with the game itself, but swtor seems to have laid the prospect of this work is not smooth . If Nintendo do not want to prematurely give up this host, we can only hope that swtor will allow Wii dazzling light burst out again.
The courage to push into a new
Innovation, innovation, innovation! While innovation means risk, but every year there are numerous games from independent developers and small teams to win the game through innovative example of the market and applause. This is not unexpected, this is not luck. Although relying on a strong marketing, most of the games make money, but only those containing elements of the great new game to get full success.
The core game play point of focus
We have seen that play is simple, but very unique game. The sequel to these games are often still contains the same play. As Buy Swtor Credits Buy Swtor Credits long as the conceptual design of the game is simple enough, but the game play and very unique, swtor is a game Will stand out in the same game. The end result is that players on the better of the game, and, most importantly, more sales.
Several games this year, such as "edge of hell" (Limbo), "Flowers" (Flower) and "survival of the Road" (Left4Dead) pay close attention to the game are the core gameplay of the game, the concept of too much or too fancy , will only make the game into a pot of stew do not see color.
Timely to talk about the story
Storytelling is a very artistic thing, the design is the same game. This does not mean you in the game to talk about a certain Hollywood touching story, and play due to restrictions on the length of the game, designers need only join at the appropriate time story or plot. A good example is the Wii's "New Super Mario Brothers" and "Mario Galaxy" the distinction between the former is the main gameplay, while the latter emphasis on story.
Open game world
Look at the "Little Big Planet" this game now, complete the entire game like Lego in general, players are nothing more than bits and pieces of the props, but we downloaded from the Internet, however, are a large number of people refreshing own play. This example also shows that players are also very good game designer. Of course, the design of this game, designers need to consider is where the boundaries of the game.
The rise of electronic distribution
Piracy can be described as the most terrible enemy of the games industry, and with the development of the network, electronic distribution is gradually rising. On the one hand, players can stay at home can also play the latest games, but on the other hand, game publishers, but also reduce the need for piracy concerns. DLC in the form of sales of single game is an example of the proof of the method of distribution, I believe in the future, all games will be similar to the channel as the main marketing tool.
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