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Showing results for tags 'game development'.
Hey all, Most of us (especially those that have worked in a team, or are working in a team) will probably know that finding decent and talented members is far from easy, right? Usually, the talented either already work in a team, or have a job in the game industry (which takes too much of their time to help you), or they want to get payed upfront for helping you, etc, etc... Sometimes you search for months unsuccesfully, pulling your hair out of frustration, lol...and then you give up the search, because of it, right? And then, sometimes...you get lucky . Like for example.
Felt like writing another blog... So here we go! Goals, motivators and progression are crucial in order to keep your player playing for a decent amount of time. Goals are usually represented with objectives or progression, engaging the player into the game and let them have a reason to keep playing. Like I talked about in the previous blog post, progression matters a lot when it comes to engagement. It gives the player a sense of achievement which keeps the player motivated to play. Rewards for progression give the player a good vibe and will most likely continue. Rewards
Categorical's main goal for me is Replayability , which is a huge issue for some games. Main-Story I'll try to say some of it with-out spoiling to much (of course you may get different story's while playing) you play as a experimental robot called U-N-O,(Ultimate Nano organism) that is made of living metal, has developed a complex AI over several year's, and has got smarter and smarter learning the in's and out's of the science facility called (Easel science, that's a silent E, and is a long a, so you say it as long (a)ahcell, rhymes with Excel. the moto is "Excel with Easel science!"
A focus that's received a lot of attention in the world of productivity has been motivation. What motivates people and how people are motivated in turn results in all of the worlds output. By boiling down motivation we can separate all types of motivation into 2 separate and opposing psychological sources. "Away from" motivation are ideas and situations a person is trying to avoid. For example, you don't have a job, you're running out of money and you're unsure how you're going to continue to put food on the table. The fear of not surviving motivates you to get a job and ensure your surviv