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Jennifer Scheurle
Hey , tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling. Example:
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Jennifer Scheurle 31 Aug 17
Replying to @Gaohmee
Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving.
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Jennifer Scheurle 3 Sep 17
Replying to @Gaohmee
In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle.
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Jennifer Scheurle 3 Sep 17
Replying to @Gaohmee
(I'm adding here to include tweets in my talk that I want to cover :) )
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Alen Ladavac 2 Sep 17
Replying to @Gaohmee
Serious Sam, bullets are 1m thick when testing enemies, and 0m when testing world. So you can shoot near a corner, but hit enemy easily.
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Jennifer Scheurle 2 Sep 17
Replying to @AlenL
I suspected something along those lines, lots of awesome hidden tricks in serious sam anyways! (I love Serious Sam...)
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Chad Verrall 9 Sep 17
Replying to @Gaohmee @matthewgcooke
In Lone Echo Liv never ask you to do something, it's always "we should" to prevent her from feeling bossy.
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Jennifer Scheurle 9 Sep 17
Did you work on it? I could swear that's not true, but would also find the choice ... let's call it odd.
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Jennifer Scheurle 4 Sep 17
You say that now, but without rubberbanding, racing games would be boring as hell, you'd either fall behind forever or be at front by far.
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Jennifer Scheurle 4 Sep 17
Replying to @Alan_Au
Rubberbanding essentially ensures that all participants are more bunched together, encouraging interesting competitive situations.
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Joshua Larson 1 Sep 17
Pardon my denseness, can someone elaborate? You mean room VR encourages you to walk in circles IRL by curving locomotion path?
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Jennifer Scheurle 1 Sep 17
These are locomotion tricks for VR games in larger spaces :) there are tricks you can use to make players walk in circles in the real space.
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