It’s that situation again. I’m sat chatting to someone completely new, who doesn’t “get” video games and I have to explain to them what my job involves. It’s a bit better I think for environment or character artists, and perhaps even animators; but explaining how visual FX work, and what they are, is often a bit tricky.
Below is a slightly more in-depth description, as I’m assuming if you’re reading this post, you “get” video games. Hopefully by the end of it you won’t have that glassy-distant stare of someone who’s stopped listening about two words after I started speaking…
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MUD? What the hell is that? Some kind of game?? DON’T GO THERE!!!
I only like games where you can kick the shit out of people! Chivalry, Dark Messiah, Wolfenstein, Dark Souls, Duke Nuke’em 3D – in all these games, you have a certain kick-activation power. You can boot a guy down from a cliff, into a wall, or just ruin people’s shit. View full post…
Posted in Fun, Games
Tagged games, nights
MUD is an acronym for Multi User Dungeon, it’s essentially a text-based MMORPG. They’ve been around ever since the 80′s, first only at universities but when the interwebs spread in the 90′s it became available for most of us.
MUDs are heavily inspired by traditional pen-and-paper role-playing games like Dungeons & Dragons. The MMORPG Everquest (released 1999) drew a lot of inspiration from MUDs. I’m sure the evolution will continue when we’re all inside the Matrix, hacking down ogres and looting treasures.
There is a particular charm to text-based gaming, you use your imagination a lot like with books and you can essentially play it on anything that connects to the internet.
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Today we are massively excited to let you all in to the beta of our upcoming multiplayer 2.5D action-hero slaughter fest! All players who preorder the game will be given instant access to the Beta that starts today, January 31. The game will be available for pre-purchase On this page right here.
Now, our acion-hero friends, will you be getting The Showdown Effect or Digital Deluxe Edition of The Showdown Effect?
Those who have been chosen from the earlier beta sign-ups at beta.theshowdowneffect.com will be gradually invited to the beta period and those that pre-order will join the ranks immediately and receive several other bonuses like weapon skins and new characters. Psst…there’s a special Magicka robe for the Deluxe Edition!
Also today, there’s the chance to follow a tournament of The Showdown Effect, streamed live from PDXCon in Reykjavik at 4 p.m. GMT (8 a.m. PST) on Twitch TV. This is going to be a major event with special guests like YouTube personalities Angry Joe, NorthernLion, Rage Gaming, and of course – Arrowhead’s Johan Pilestedt. The full press release of publisher Paradox Interactive is found Here.
Fight to the death, or die trying!
In the beginning of 2008, two classmates with a lot of passion for video games came together after a presentation by Swedish Game Awards at Luleå University of Technology. They soon got a few others hooked, set out with the goal of “Let’s create the best game in the world, and win this whole competition!” and a great story began.
Our logo back then was a good start
I won’t pretend that I can capture even nearly all of that story with a single blog post but I will take a brief look back, try to patch together a bit of a timeline, and share some photos and material we haven’t shown before.
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Some people may wonder what developers do in their spare time. Well, like most people, I enjoy spending time with friends, playing games and watching TV, among other things. But I also love making games.
At work VS. At home
It may seem crazy to think that when I get home from a day at the office, I would want to keep doing the same thing in my spare time. But here’s the secret: It’s not the same. All game development is different. That’s one of the things that make it so great. It’s also a completely different thing to work on a project with a bunch of people, fixed budgets and deadlines from working on a small little thing without any fixed deadlines or demands.
So in this week’s blog post I will share some of the stuff I have been working on outside of the office. View full post…
By the end of 2012 Arrowhead was struck with the affliction commonly known as Dota 2. For those of you who aren’t familiar with Dota 2, it’s Valve’s sequel to the Warcraft 3 mod DotA (Defense of the Ancients) in which you have two teams – with 5 heroes on each side – trying to destroy the other team’s home base.
Just before Christmas, we faced off against Talawa Games - another small studio located here in Stockholm and one of the developers of Unmechanical - in an epic battle that would decide the fate of the next after-work, or at least who would buy the beer for it.
We gathered our most battle hardened players, people having played at least 15 games of Dota 2 in the past.
Get your game face on; it’s time to shine.
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It’s Friday and as usual I overshot the blog-of-the-week-day!
I was originally going to write about the design of showdown, and well – it sort of tangents that area, but this is going to be a bit more specific and also bring in some other games that is related to this topic. So, prepare for a wall of text!
Progression in games have in recent times become a frequent occurrence, and while it is true that progression can prolong the lifetime of a game and give the game an extended purpose – I have begun wondering if there isn’t a backside to this as well; does progression always add to the gaming experience?
The thinking goes, games used to be enjoyed purely based on the actual gameplay. Games like Counter Strike, Quake, and Starcraft have had active communities for well over a decade and are totally devoid of progression. These games are in their nature designed to be infinite.
So, what effects would a progression system have on these titles? Would it really ‘add’ something to the game or could it possibly, have made the games less successful?
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