Accéder au contenu principal

Sélection

Microsoft Plans To Make Windows 11 Less Annoying

Microsoft Plans To Make Windows 11 Less Annoying https://ift.tt/xMU7X1V There are a lot of improvements coming to Windows 11 in March and April, according to Microsoft's Windows chief, Pavan Davuluri. And while some of the adjustments may not arrive right away, one of the more immediate changes will give users more control over how they use Windows 11 while also cutting down on AI integration in programs that don't need it. Davaluri detailed the upcoming changes in a blog post . One of the first notable options will be the ability to reposition the Windows 11 taskbar, which Davaluri noted was one of the most-requested changes. He later wrote that Microsoft will "be more intentional about how and where Copilot integrates across Windows." Programs like Notepad, Snipping Tool, and Photos will subsequently have "unnecessary Copilot entry points" removed. Users will also have more flexibility to decide whether to skip updates or schedule them at their leisure r...

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later https://ift.tt/GvgXNM4

The Borderlands franchise holds a peculiar place within the history of the gaming industry, kickstarting a genre that has gone on to become a different kind of beast. After all, though the concept of combining both RPG and first-person shooter mechanics was first seen in 2007's Hellgate: London, the loot-shooter genre owes its popularity to 2009's Borderlands. And yet, today, many of the most popular loot-shooters are also live-service games (like Destiny 2 and Warframe). Borderlands is not, having never adopted that format. It instead has multiple sequels--some of which diverge from the original game and don't feature any looting or shooting.

Like these other live-service game franchises, however, character-driven storytelling has been one of the main unifying pillars of Borderlands, which has been supported by a writer's room. "Gearbox is casually unique in the sense that we maintain a writer's room," Gearbox Entertainment associate director of narrative properties April Johnson told me. "So we don't just plunk you to work on a project and say, 'Okay, enjoy the two of you doing this--we have multiple things that we are working on, so we won't Voltron up as a full unit until later.'"

Having a constant writer's room is a strategy you usually see in story-driven live-service games where maintaining a narrative vision over multiple years--over a decade in the case of some games like Destiny--is important. It's not often seen in AAA franchises that feature several sequels and recruit a new set of writers from project to project. Gearbox Entertainment is not wholly unique in this strategy within the gaming industry, but it is a rare exception and the team points to this as one of the reasons for how the studio has managed to curate a specific narrative voice across all its projects.

Continue Reading at GameSpot

Commentaires