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So, I was reading through the manual looking over the credits - which is something I like to do for movies and comics as well as games - and for the life of me I couldn't find out who actually created the concept of Ratchet and Clank. It's great to finally have another game to play on that system. I've been playing Ratchet and Clank Size Matters on the PSP. It feels like we've only tapped 1% of our potential - and that 1% has been pretty good so far - so imagine what's waiting for us with the other 99%. What I love about this great medium of games is that there is so much potential to be had if we stray only a little bit from our usual source of inspiration. If the casual game market was included in the NPD data you might even find Diner Dash somewhere close by. But like film, go outside the top 20 and you'll find some cool stuff. But then prior to Diner Dash, the smash hit casual game, most people probably would have thought basing a game around a sassy restaurant owner to be sales suicide.Īnd if you look within the world of games for inspiration you'll find the top 20 to be fairly predictable with themes of war, sport, music, crime, fantasy and sci-fi action. Of course not every idea would make a great game. If you dip below the top 20 you get an even more diverse range of films. Looking at the Top 20 grossing films in the US last year we see a wide range of topics that include pirates, penguins, race cars, period musicals and political parodies.
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Now there are so many other sources of inspiration that range from books, toys, real life stories, sports, and natural phenomena to academia, but within the areas of games, TV and movies there is still a lot of untapped potential that developers can draw from. And if we draw from games, we generally look at the top selling blockbusters. If we draw inspiration from TV and movies, its invariably genre shows focusing on sci-fi, fantasy, action or horror.
![game brainiversity 2 game brainiversity 2](https://i.pinimg.com/originals/30/33/ed/3033ed4faddf5fe5fe0e285ea8dd21f9.jpg)
Within those two wells of inspiration we tend to focus on specific areas. And one of the challenges in creating games is coming up with new and interesting ideas.Īs game developers a lot of us seem to draw our inspiration from two places: 1) other games, and 2) TV shows and movies. Video games, word games, board games and puzzles.Īnd I love creating games.
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It's freeware! (Just scroll down to the Free downloads! section).
GAME BRAINIVERSITY 2 DOWNLOAD
So, congratulations to Ron on the 20th Anniversary!īy the way, if you're interested, you can download the ScummVM version of Flight of the Amazon Queen from my website here. I think the Wii is the perfect platform for adventures and can't wait to play Sam and Max on my wide screen TV. Graphic adventures were just way cooler! What's really exciting is the work now being down by Telltale Games, and the talk of moving their games over to the Wii.
![game brainiversity 2 game brainiversity 2](https://www.novagame.com/game-graphics/Brainiversity-2-3.jpg)
![game brainiversity 2 game brainiversity 2](https://akz.imgfarm.com/images/gw/gametiles/download-only/brainiversity_screen1.jpg)
Prior to that I had written some text adventures (a genre I also love) but these were more akin to interactive novels.
![game brainiversity 2 game brainiversity 2](https://slidetodoc.com/presentation_image/bc00adfe563011a9842b6d19889a258e/image-55.jpg)
This was a game that was like a comic book! I was a huge comic fan and had been making arcade style games prior to seeing Monkey Island, but when a friend showed me the game a light bulb went off in my head. Monkey Island was a huge inspiration for my Flight of the Amazon Queen graphic adventure game. It's hard to believe that it's 20 years since the first point and click graphic adventure game was created. IGN has an interview with Ron Gilbert about his days at Lucasfiilm Games and his work on the SCUMM adventure game engine.