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Jan 15 2009     Russell's Quarterly Issue 5 - Winter 2008
by Destron | 299 Views | Rating: (0 rates)
Russell's QuarterlyIssue 5: SMB
Articles: Chance VS. Skill, Sprite Substance, Miyamoto's Framework, The Narshe Incident, Gaming with One Hand
Reviews: Pinball Panda, Alternate Path
Feature: What game design lessons can we learn from Super Mario Bros.?
Length: 67 Pages

Excerpt:

Quote

A degree of randomness in game design, not only in enemy behaviours and artificial intelligence but also in terms of the arrangement of certain elements, can't be a bad thing. But it's not quite as simple and pat as that; injecting randomness into a winnable game creates a number of practical problems, most of which revolve around that cornerstone of player advocacy and thus game design, fairness.

Imagine, for example, a randomly-generated block puzzle. What are the chances that that puzzle will have an actual solution? For that matter, if the random arrangement of blocks and hazards did produce a puzzle with a solution, what are the chances that that would be the only solution? The special pleasures of block puzzle games-- which depend on each puzzle having one single frustrating


Download: zip(4.74MB) | rar(4.65MB) | pdf(5.95MB)
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