Focus on game design and game history.
Game design is a theory of the world, and world, world never changes.
In order to write elegant and accessible articles.
Such diversity of finishing a mission is the essence of level design, mainly supported by four points: stereoscopic structure, touchable possibility, fabulous dynamics and world building.
Why shooting games are always best-selling big budget titles, despite they have the simplest basic gameplay? Maybe the answer lies in the difference among varied input methods.
There are two stages in pattern recognition: training and matching. Considering the interactivity of games, I prefer to add one more stage into this process – feedback.
Ludographics dissonance happens when vivid game graphics infers an immersive experience game might provide but the relatively abstract mechanism fails to meet that expectation.