Accéder au contenu principal

Sélection

New Research Proves What We Already Knew: Women Are Underserved By Game Industry

New Research Proves What We Already Knew: Women Are Underserved By Game Industry https://ift.tt/FprWSK9 Video game companies are overlooking potential female players, according to new research by Ampere Analysis, a London-based data and analytics firm focused on gaming, media, and sports (via VGC ). According to Ampere's latest study, women make up 48% of the current gaming market, and roughly 922 million players are female. Ampere's research states that women largely prefer narrative-driven single-player games over multiplayer games. But perhaps the most interesting bit of info to come out of the firm's latest study is the revelation that a lack of time or money isn't what's keeping women out of gaming. Instead, women were more likely to cite difficulty finding games that suit their needs and offputting player communities/behavior as the main reasons they don't spend more time (and money) on gaming. To that I say: No shit. Continue Reading at GameSpot

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think https://ift.tt/msQrjzL

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn't as much of a development shortcut as you might think. In a GDC talk on ToTK's physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW's two core concepts: the "vast and seamless Hyrule," and "multiplicative gameplay"--where physics systems create novel solutions in-game even where those solutions weren't explicitly designed for.

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming "it broke!" or "it went flying!" to which he would say "I know--we'll deal with it later. Just focus on getting the gameplay together and trying it out."

Continue Reading at GameSpot

Commentaires