Game Design Evolution – Yeah, That’s About The Size of It…
Posted by Rampant Coyote on November 7, 2010
I don’t know who is originally responsible for this image, but it pretty much sums everything up nicely, and not just for first-person shooters or map design:
Filed Under: Design - Comments: 54 Comments to Read
GLOCKWORK said,
Well the effort that was once put into a campaign is now put into multiplayer. Honestly, I prefer this; you can only replay a campaign so many times, multiplayer is endlessly replay-able. Halo 2, one of my favorite games, poor campaign, best multiplayer ever. I don’t mind the trend.
Pourquoi Jeux PC ont des codes de triche? | Questions sur les jeux said,
[…] à, disons, 5 ans auparavant), mais ils sont également devenus plus faciles à apprendre. ( http://rampantgames.com/blog/?p=1569 : D) […]
Warum PC Games haben Cheats? | Fragen über Gaming said,
[…] (im Vergleich zu, sagen wir, vor 5 Jahren), aber sie haben auch zu steigenden leicht zu erlernen. ( http://rampantgames.com/blog/?p=1569 : D) […]
Lousy Choices and Linear Dungeons said,
[…] year or so ago this illustration of FPS level design “evolution” over the last twenty years made the rounds, and struck a little bit of a nerve. Yes, many folks […]