gaming products

  • Me: wow this landscape is gorgeous where is this i wish I could go th...
  • Me: *squints*
  • Me: this is a video game isn't it

“Lady Sansa is a Bolton. Or is she a Lannister? I’ve heard conflicting reports.”

like i just wish

that show only watchers could know what Baelish is like in the books

because he’s literally so genial and un-assuming that the only people who suspect he’s up to anything are Tyrion, Varys and Sansa. Everyone else just thinks oh littlefinger. That guy. Yeah he’s good at math and accounts and shit and he’s a bit of a cheeky asshole but nah he’s good man he’s good. He just sits in the corner making one liners and wearing gaudy clothes, what a card.

he didn’t bankrupt the crown through bad book keeping skills, as a lot of show watchers seem to think. that shit was on purpose. He set that house of cards up so that the moment he left it fell to shit. which it did.

And even When everythings falling to shit when he’s already hightailed it to the vale, back in Kings landing Cersei wishes he was back . Would welcome him back to the small council with open arms. Jamie even thinks he would make a good hand lmao.

anonymous asked:

What are some game mechanics we gamers take for granted as being "simple" to make that are actually quite complex, and some things we think are complex that are relatively "simple" for an experianced developer?

Ah yes, you want some examples of “iceberg mechanics”. Here are a few off the top of my head:

And, of course, here are a few mechanics/types of content players want that are actually (usually) fairly easy to make:

  • Button remapping
  • Character skins for existing meshes
  • VFX/visualization packs
  • Weapons or powers that don’t involve locomotion
  • Tooltips/game info
  • Combat Logging
  • Voice/sound packs
  • Achievements
  • New game modes or rulesets
  • More of something that already exists (not including animations or environments)

The caveat to all of this is that adding anything could be easy or hard depending on the implementation of the game systems. For example, adding new companions in SWTOR (not including plot hooks) should have been easy but it actually wasn’t until they rewrote the system as a large part of their Knights of the Fallen Empire expansion. Before the expansion hit, they had added only two companions to the game - Treek and HK-51. They spent a lot of engineering time reworking that system for that expansion, and they’ve added dozens of new companions since then.

Generally speaking, if we already have the tools to create it and it doesn’t involve building new animations or environments, it’s probably reasonably easy. New shaders/visualization effects, new sound/voice packs, new skins on existing meshes, new weapons or abilities that reuse old character animations are all pretty low-hanging fruit. You may have noticed that these tend to be the things you commonly see in various DLC packs for just these reasons. Anything that involves animation (new weapon types, locomotion, touching/grappling) or new environments is probably pretty resource-intensive. It’s usually just a question of focusing the team’s time and efforts on things that give us the most player engagement for the effort spent. Our resources are finite, so we want to get the biggest bang for our buck possible.

Got a burning question you want answered?