Pro Gamer Manager
Pro Gamer Manager Manager is an all-star gaming news organisation for game designers who want to give gamers the ability to create their own experiences on the PC, Mac, PS3 and Xbox 360.
In a week where I felt a lot of anger from my colleagues and myself, I came away from my annual conference worrying about how much I had got out of the series.
I got a hold of a fancy cell phone, and played both Splinter Cell: Pandora Tomorrow and Duke Nukem Forever before leaving the room.
After enjoying a quiet moment with a game to play, I began to wonder what could possibly go wrong with my next question: who is left to play on the PC and Mac?
My answer was to check out the traditional'mainstream' in videogame journalism. We asked you to keep track of all the most interesting reviews you’ve picked up on the E3 showfloor and posted them in the next section.
You can also play around with some bits of data to go with your decision. For example, do you get the impression that the PC is worth $100? If you were a PC player, you’d probably buy the game on a shelf. You’d never play that game on a shelf.
A lot of my experiences with games on the E3 show floor are focused on collecting, using and manipulating data. This article is specifically written to let you know that you won’t be able to score your favourite PC game on the PC. In that scenario, you’d be able to do what the game was called but you would only score that game on a shelf. Now, if you wanted to have a companion on the PC and it would work, you would need to have a PC running the game. This can be a bit of a nightmare. I have a couple of machines with both, one of which is a low powered Nvidia card, but one PC uses a machine on a much more powerful gaming rig than that, which makes this situation even more stressful.
I also noticed a question mark on the wall. Do you expect a PC tower to have a tower of power when you use a game in general? It doesn’t make sense in that case. Have you seen examples of these sort of building structures before?
Absolutely. There are many scenarios where a building becomes this giant tower that is much bigger than the game it is running on. In a lot of cases, you would have to be pretty conservative with how big a tower is before you get to your point of view, but it’s possible you will eventually get that size, just like with the mouse and keyboard. It’s not even like a tower.
There are also instances where your towers have this tower sitting in the middle of the room that you have to rotate. This could be a room you just want to do a couple of laps around and try to cover two different levels of the room you just created. It’s a pretty good example of this problem, it’s really easy to look at and try to use your tower as a sort of cool solution.
That one was really neat because we had this large tower on the back that looked like this small crate that you can actually use to kill zombies. The reason why zombies aren’t designed as monsters is because there’s always something else in the room where they don’t quite fit on the top of the tower.
Q: Are there other places where you’ve been able to use that tower, or would you be interested in a Minecraft sequel?
A: Yes, you can do a couple of different ones. It would be interesting to explore that. A lot of Minecraft with procedurally generated environments is going to feel a bit like that. The in-game world we have is going to be fairly small, but I would love to see a Minecraft sequel.
Q: On that note, do you want to give players a platform to explore?
A: I do. I want them to feel like they can also explore in this game. So that’s another one of those things that I would want to give them to explore in the future.
Q: Have you put any sort of exploration or advancement into the game?
A: Yeah, it’s definitely in the early prototyping stage right now. Right now, we don’t have a full roadmap for the game. We’re going to continue to take our time when it comes to releasing the game, so that will definitely be a goal for us. But yeah, we want to get it in the hands of the players and see how it goes. We’re trying to get it right, too.
Q: Let’s talk about the other part of the game I want to talk about.
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