First off, everyone interested in games or game design should watch this show. It is excellent.
Second, this week's episode was inspired by (and written with the help of) everyone's favorite troll, Zileas!
First off, everyone interested in games or game design should watch this show. It is excellent.
Second, this week's episode was inspired by (and written with the help of) everyone's favorite troll, Zileas!
(Zileas, when you or someone eventually gives that hour-long lecture on counterplay, post it somewhere for us to watch?)
James and the guys at extra credits put together a great episode, and it was really nice of them to include us a bit. I think they did a fantastic job on this episode.
They've done a lot of great talks which we often refer to internally when thinking about design and game development. My favorite is his aesthetics vs graphics video, but there are numerous other great ones.
Hey Zileas, while you're here and given that you specifically mentioned the Aesthetics vs Graphics Extra Credit video, I was wondering if you could shed some light on the thought processes behind the new art style for Red / Blue / Baron buff? Given the emphasis on conveyance and aesthetics what do you think about the relatively darker and harder to instantly recognise versions of the buffs?
Also worth mentioning the new Sunfire particle which appears, although more realistic, appears much harder to spot when compared to the original Sunfire particle, being slightly smaller and more opaque.
Thanks.
It was a question of visual bandwidth consumed.
We decided that before, we used too much visual bandwidth on those (amount of human attention allocated) vs their importance. You really need to know red. You need to NOTICE blue. You only need to be a little aware of Baron.
There's a side argument that those should feel rewarding, and the buff is a ceremonial reward. But, given how much space they consume, we'd rather keep the game readable so you better notice some battle effect going on, and can then respond to it (e.g. create counterplay).
So, we nerfed the visibility level of the buffs, and gave them an aesthetic touch up when we did this. Hope you like it!
EC is one of my favorite net shows. Watch these guys!
Yeah, lots of content, lots of unique stuff. They do what "editorial" content is supposed to do -- which is say something new, thought provoking, etc on important topics... as opposed to rehash a talking point you've already heard
Zileas on Extra Credits
Second, this week's episode was inspired by (and written with the help of) everyone's favorite troll, Zileas!
http://penny-arcade.com/patv/episode/counter-play
(Zileas, when you or someone eventually gives that hour-long lecture on counterplay, post it somewhere for us to watch?)
Second, this week's episode was inspired by (and written with the help of) everyone's favorite troll, Zileas!
http://penny-arcade.com/patv/episode/counter-play
(Zileas, when you or someone eventually gives that hour-long lecture on counterplay, post it somewhere for us to watch?)
They've done a lot of great talks which we often refer to internally when thinking about design and game development. My favorite is his aesthetics vs graphics video, but there are numerous other great ones.
- Zileas
Also worth mentioning the new Sunfire particle which appears, although more realistic, appears much harder to spot when compared to the original Sunfire particle, being slightly smaller and more opaque.
Thanks.
We decided that before, we used too much visual bandwidth on those (amount of human attention allocated) vs their importance. You really need to know red. You need to NOTICE blue. You only need to be a little aware of Baron.
There's a side argument that those should feel rewarding, and the buff is a ceremonial reward. But, given how much space they consume, we'd rather keep the game readable so you better notice some battle effect going on, and can then respond to it (e.g. create counterplay).
So, we nerfed the visibility level of the buffs, and gave them an aesthetic touch up when we did this. Hope you like it!
I acknowledge that we've made errors there ;p