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  3. Skjalg

Posts by Skjalg

  • Dreamhack Winter 2011

    • Skjalg
    • November 24, 2011 at 10:06 PM

    last time i was at dreamhack i got sick and it was a terrible experience.

    But i got to play sc2 long before it was released so it was cool

  • Post Your Pic Extravaganza

    • Skjalg
    • November 24, 2011 at 1:57 PM

    lol why the sad face?

    I only have one kid at the moment, but I plan to have 4 (or more) at some point

  • Top games of the last 10 years?

    • Skjalg
    • November 24, 2011 at 11:58 AM

    fuck consoles, get him titan quest or torchlight. All he needs to do is hold in the mouse button for a few days and he completes the game.

  • The Elder Scrolls V: Skyrim

    • Skjalg
    • November 23, 2011 at 2:15 AM

    Fuck this game, I dont have time to play

    fml

  • Possible new challenge idea

    • Skjalg
    • November 21, 2011 at 3:41 PM

    would be cool if mapcorians helped us out on ponh with some fancy textures.

  • State of Game Design 2011

    • Skjalg
    • November 21, 2011 at 3:37 PM
    Quote from Erratic

    But I dislike quantifying things just because you can. It's boring.

    Its not about doing it just because you can. Its so you can teach or explain coworkers what you mean without resorting to the "I will know it when I see it" type of mentality that I see a lot of people using. How can you explain what good game design is without putting it into words or quantifying it as you say. You might find reading/learning about game design theory boring because you have spent a million hours playing games and inherently know what makes a game good, or maybe you had a miserable school experience so you think that putting stuff into text-book words or dissecting something that you think is fun is incredibly boring. But when working with games, as a game designer (or with), then you need to learn how to explain what and why this and that is good game design. Being clear and concise is really important when you want to get your idea across to other people who are going to implement your ideas.

    edit;

    point is, there's a big difference between finding something boring yourself and saying that everyone who doesn't think its boring but rather a valuable tool in game development is totally void of creativity.

  • What have you purchased recently?

    • Skjalg
    • November 21, 2011 at 1:52 PM

    Its the pinnacle of teenage stupidity; "come on dude, just try it, its so badass. sucking cancerous smoke down into your lungs and paying loads of cash to do so is super cool bro"

  • Post Your Pic Extravaganza

    • Skjalg
    • November 21, 2011 at 1:51 PM

    OMG congrats. Its an awesome feeling

  • Battlefield 3

    • Skjalg
    • November 21, 2011 at 10:45 AM
    Quote from Jetsetlemming

    Never paying $60 for a game ever again. Eat shit EA/PunkBuster/Whomever's responsible (Rick probably)

    Sounds like you need to stop purchasing pc games and buy a console or something

  • State of Game Design 2011

    • Skjalg
    • November 21, 2011 at 10:40 AM

    That almost pissed me off as much as people saying that something is wrong because it doesn't feel right, but they cant really tell why or what and that they will know its when they see it.

    http://www.google.no/webhp?sourceid=chr ... 99&bih=795

  • State of Game Design 2011

    • Skjalg
    • November 21, 2011 at 10:38 AM
    Quote from Erratic

    Charts and graphs are for the creatively bankrupt. They turn it into a science cause they havnt a fucking clue. See: Gamasutra. Maybe they can do something useful and chart me a graph showing when and at what point their creativity finally evaporated.

    I'm sorry but thats the dumbest piece of lines I've read today. [sarcasm]Yeah I totally agree that understanding the subject at hand fully totally excludes being able to be creative about it[/sarcasm]

  • State of Game Design 2011

    • Skjalg
    • November 20, 2011 at 11:06 AM

    I have probably read this somewhere; but I always think of game design as sinus waves. (Now that I think about it, it was probably valve that taught me this).

    Meaning that if you have a really fast paced section in your level/game then you need to follow up with a slow paced one. If you toss incredibly many shitty enemies at the player in a section you need to follow up with tossing one giant epic one at him and so on. And the more of these curves that you can manage to squeeze in there the better.

  • "Level with Me", my level design interview series at RPS

    • Skjalg
    • November 17, 2011 at 6:00 PM

    very nice post arhurt

  • AfterFall InSanity

    • Skjalg
    • November 16, 2011 at 1:32 PM

    its definitively working, its gonna backfire hugely if the game sucks though.

  • happy birthday Mazy !

    • Skjalg
    • November 14, 2011 at 6:09 PM

    gz

  • State of Game Design 2011

    • Skjalg
    • November 13, 2011 at 9:03 PM

    the only game that does QTE's in any good way is god of war

  • Battlefield 3

    • Skjalg
    • November 13, 2011 at 1:31 PM

    its usually bad drivers or overheating card.

  • Battlefield 3

    • Skjalg
    • November 10, 2011 at 10:19 AM
    Quote from Gloglebag

    I don't like the spawn system, if I select and air plane and just before I click deploy someone else grabs it, I spawn at the main base. Every time the spawnpoint you selected gets unavailable you should be required to select another one not automatically spawn at the main base. Also as far as I can see you cannot click on a point on the map, which really would be more handy.

    When I select the plane and someone else does it a millisecond before me I usually spawn ontop of the plane

  • Uncharted 3

    • Skjalg
    • November 9, 2011 at 12:47 PM

    I watched warby play through a lot of sections of uncharted 3 and I'd say that giving it an 8 is pretty reasonable. (might even be be a weak 8.)

  • Rick D - Zombie Slayer

    • Skjalg
    • November 9, 2011 at 7:54 AM
    Quote from Rick_D

    no, somebody reported some posts from here to my managers and they let me go.

    I find this hard to believe

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