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February 10, 2012
 
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DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
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Blogs

Jeff Beaudoin's Comments

Comment In: 9 Things We can Learn about Game Design from Dark Souls [Blog - 10/10/2011 - 07:37]

This is an apt comparison. ...

This is an apt comparison. In playing Dark Souls I was heavily reminded of Lords of Shadow. The combat is much less chaotic and punishes you more for just mashing buttons, though.

Comment In: GDC Online: League Of Legends Lead Producer On Being A Better Leader [News - 10/12/2011 - 01:06]

Production is not community management ...

Production is not community management and his talk wasn't about community management.

Comment In: Gamazon: 'Feminist Whore' Powers Activate. [Blog - 09/08/2011 - 03:56]

@Adam Posts like yours are ...

@Adam Posts like yours are what I WOULD consider honestly addressing the issue. My problem with this article is not that the conclusion is wrong, but that it fails to support that conclusion because the arguments are weak and/or fallacious. Even if you are writing about something that is obviously ...

Comment In: GDC Europe: Obsidian's Five Hard Lessons Of RPG Design [News - 08/17/2011 - 11:33]

Is the purpose of having ...

Is the purpose of having a spec for your character to test the player's ability in some way, or to allow them to tailor the game experience to their expectations/what they are having the most fun with If it is a test of ability, then you are testing foreknowledge that ...

Comment In: S2 Games Taking Heroes Of Newerth Free-To-Play [News - 07/29/2011 - 12:20]

Getting a screenshot of HoN ...

Getting a screenshot of HoN that actually IS legible is difficult. The game looks great in motion, but the general darkness of the textures combined with the VFX and complicated models make it difficult to discern what is actually happening until you get used to playing it. This feeds into ...

Comment In: Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage [Feature - 07/08/2011 - 04:40]

Since this is from postmortems, ...

Since this is from postmortems, it is not about problems with the game itself, but with the creation of the game. Sound like art is data, so it has less impact the actual process, though it has immense impact on the quality of the product created. Also, keep in mind ...

Comment In: Report: Rockstar Will Not Work With Team Bondi Again [News - 07/05/2011 - 06:51]

so you did it anyway ...

so you did it anyway such contribution

Comment In: Capcom: Used Sales 'Not A Factor' In The Mercenaries Save System [News - 06/28/2011 - 09:25]

It sounds to me like ...

It sounds to me like this is basically the equivalent of your saved scores on Tetris not resetting. The type of game has a lot to do with how much affect this actually has on you. If it is basically a time/score attack type of game, then the saved game ...

Comment In: Interview: Japanese Indie Dev Himo Crafts A Second Person Shooter [News - 05/24/2011 - 04:00]

In SPSZ, you control the ...

In SPSZ, you control the player character, who is the blue guy in the screenshots, but the camera is situated in each of your enemies. So the camera isn't locked, it is just showing you the viewpoint of another character which you cannot control. I would describe it as alternate ...

Comment In: An Intro to Cellular Automation [Feature - 05/04/2011 - 05:05]

I really like this article, ...

I really like this article, nice work. One sort of cosmetic change you could make would be to have blocks of water that filled from the top display as a full block, but with one of eight or however many units of water fit in one block different colors of ...

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