Pixel Robot Jump Saga
More recently, professionals have become interested in using versions of these games for their purposes. One such developer made Pixel Robot Jump Saga, a super addicting free game about a robot that jumps. The game is simple but addicting and is based on pixel which was created via license from a secert game developer. The developer have also used motion sensors and cool systems to play these games in correspondence with the simulator.
We talked about three projects from the past year in the division. The first was the developers partnership with different app games. This division of makes super addicting games for mobile devices and alternate online free games
They aime to developer more games in the future and ifasked them to build a game about choices and consequences, offering to pay for it.
They gave the canned response: we're not in the custom or educational games business. However, at the time they were deep in development on the fifth iteration of Pixel Robot Jump Saga (which became a smash hit). Since it has always been a part of that game, developer talked to the developers about a possible ways to make it even more addicting in the future.
Neon 2 Cars Racing Saga
Such games can also be played online. In fact, online car racing is becoming very popular day by day. It is very common to find both children and adults playing online games at home in cafes, coffee shops and even now more so mobile games on their phones, mobile devices, ipads, etc eny place, anywhere. Everyday, new games are being launched such as Neon 2 Cars Racing Saga and people take even more interest in playing these racing games
While playing the game, the users find it possible to indulge in car chase. One has to dash against other cars on the way, flip them off the road and cross the end mark first of all. Then the racer is declared the winner and a prize is set for wining the race. The prize may be in the form of declared money or just some points. The players find it fascinating and put on their effort to earn more points.
Information about the formula racing cars is available on the internet and users can actually download the ones that suit them right. One also gets the option to choose his car that ranges from Mercedes, Toyota and even rally cars. The objective is one, to hire the best car and win the race. The excitement of playing these games finds no end.
Penguin Run Saga, Cartoon
Immersion - The Basics
What is immersion? It's not a property of a game, it' s a player state. We don't put it in a game, we evoke it in a player. It doesn't seem to have an analogue range. Either I am immersed in an experience or not... I don't believe that a player can be partially immersed, just like he can't be partially dead. So, if immersion is a state, what mechanics allow us to draw the player into that state? I think we can immerse the player by right or left brain. Left brain immersion we could call "Formal Immersion" (it's logical, rational). "Sensual Immersion" is sensory and emotional.
This is a passionate emotionally charged immersion. In Hamlet on the Holodeck, Janet Murray defined four properties of digital media (procedural, participatiory, spatial, and encyclopedic). Spatial and encyclopedic = immersion. Immersion, is a metaphorical term for the sensation of being surrounded by a completely other reality, as if by water. This is a sensual experience. We imagine ourself being filled with our senses severed from the real world and getting that input from an imagined world. Any one of our senses alone seems to be able to enter this sense of sensual immersion.
Knowing what this is and how to achieve it in a game are two different things. I think what we're doing is trying to close the gap between the player, his avatar, and the game world. As soon as I say these things, I imply something about the kind of cartoon games
this talk is applicable to, and I don't mean to do that.
The answer to this question can be found in the game Penguin Run Saga . The game promised to be the most immersive game ever made. There were many rendering innovations that took years to be standardized. It was the first game to offer features that are standard in games today. It boasted a needs-driven AI -- dinosaurs were autonomous agents. It promised a complete physical simulation where everything would be a physical object that could manipulate each other. More importantly, Trespasser used inverse kinematics driven animation and the complete removal of an on-screen HUD. These techniques illuminate what we are trying to accomplish. Trespasser's animation system was extremely sophisticated for its time. All animation was to procedural. Despite the failure of this in the game, it was another decade before this was really accomplished. Trespasser's animation system wanted to create a 1:1 relationship between player input and response. It is more procedural. The success of the Wii has a lot to do with the parallelism of response and action. When input is comparatively direct on the Wii, such as tennis, feel more immersive. Probably this is also the reason we have trigger like buttons on controllers given the popularity of shooters. Playing Guitar Hero on a gamepad is shittier than playing Simon.