Seriously...NO WAIT COME BACK!
Auto-Scrolling is one of the most divisive mechanics in all of gaming. Some love the challenge it provides, and others see it as little more than an annoyance. Regardless of where you stand, since 1983 Nintendo has seen it as a dynamic way to spice up their platforming design, and continue to use it today. But in 3D platformers, it's much more difficult to implement. In this video I'll explore how autoscrolling has evolved and how Nintendo could take it to the next level by taking a page out of Fortnite: Battle Royale.
Another good youtube finding, and a pretty interesting video.
It is funny how I never thought about that until now, and his solution/proposition was quite clever (albeit not new).
Anyways, thought it was a nice video (nice channel too). What to you make of it? ^-^
Auto-Scrolling is one of the most divisive mechanics in all of gaming. Some love the challenge it provides, and others see it as little more than an annoyance. Regardless of where you stand, since 1983 Nintendo has seen it as a dynamic way to spice up their platforming design, and continue to use it today. But in 3D platformers, it's much more difficult to implement. In this video I'll explore how autoscrolling has evolved and how Nintendo could take it to the next level by taking a page out of Fortnite: Battle Royale.
Another good youtube finding, and a pretty interesting video.
It is funny how I never thought about that until now, and his solution/proposition was quite clever (albeit not new).
Anyways, thought it was a nice video (nice channel too). What to you make of it? ^-^
_Welcome to Daryl Talks Games_ Would you like to learn more about the design and psychology of video games? If so, this is the channel for you. I'm Daryl, and welcome to Daryl Talks Games, where I create video essays on gaming mechanics, levels, psychological research, and the interaction between the three. I have two shows:
__Forging The Level__ Do you ever wonder why we gravitate towards certain levels in games? What makes something "fun" to play? What does Celeste's Temple have in common with Fatal Frame? How has Zelda's dungeon design changed to be less linear? I explore topics like this from a design perspective and dig into how developers create an experience through the gameplay.
__Thought Burst!__ What cognitive processes are being activated when you play your favorite game? How can Pokemon help you become a better exam taker? How do video games create actual stress, and how can we relate this to real life? This series dives into the intersection of psychology, gaming, and real life application.
__Forging The Level__ Do you ever wonder why we gravitate towards certain levels in games? What makes something "fun" to play? What does Celeste's Temple have in common with Fatal Frame? How has Zelda's dungeon design changed to be less linear? I explore topics like this from a design perspective and dig into how developers create an experience through the gameplay.
__Thought Burst!__ What cognitive processes are being activated when you play your favorite game? How can Pokemon help you become a better exam taker? How do video games create actual stress, and how can we relate this to real life? This series dives into the intersection of psychology, gaming, and real life application.