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List of the most commonly recurring words in Video Game Titles – Mobile Game Name Generator
A video game is an electronic game that can be played on a computing device, such as a personal computer, gaming console or mobile phone. Depending on the platform, video games can be subcategorized into computer games and console games.
blood, last, lego, rise – 23 [BadBlood Battle Royal, Last Pirate: Survival Island Adventure, LEGO® Star Wars™: TFA, Rise of Empires: Ice and Fire, etc…]
brave, dawn, rivals, versus – 22 [Brave Frontier, Dawn of Zombies-Survival after the Last War Online, Rivals at War, Plants vs. Zombies FREE, Versus Video Games 3, etc…]
Instead of whining about our kids spending times playing video games, why not leverage video games as a powerful learning platform.
Various educational apps are now packaged as Video games and they have have tremendous success:
Prodigy Math Game: Prodigy delivers a unique learning experience through an interactive math game where success depends on correctly answering skill-building math questions. Players can earn rewards, go on quests and play with friends — all while learning new skills!
Monster Math 2: Fun Maths game for Kids: Monster Maths 2 is your child’s personal homework and math trainer. It’s fun learning games, engrossing story and an adaptive learning approach makes it a superior alternative to homework or planned lessons. Lay a solid foundation for success in Algebra or Calculus.
GramMars Wars – English Grammar Game: GramMars Wars is an educational game where you can learn and improve your English Grammar.
As in other multiplayer online battle arena (MOBA) games, each player in League of Legends controls a character (“champion”) with a set of unique abilities. Most games involve two teams of five players, with each player using a different champion.
The two teams compete to be the first to destroy the Nexus structure within the opposing base. Over the course of each game, champions become stronger and gain additional abilities by earning experience and thereby levelling up. Experience is earned by killing enemies (or being nearby when a teammate does). Champions also build strength over the course of the game by buying progressively more powerful items using gold, which is earned by killing non-player enemies, killing or assisting in killing enemy players, destroying enemy structures, or selling other items.
In the main game mode, players are assigned to either the attacking or defending team with each team having five players on it. Agents have unique abilities, each requiring charges, as well as a unique ultimate ability which requires charging through kills, deaths, or spike actions. Every player starts each round with a “classic” pistol and one or more “signature ability” charge. Other weapons and ability charges can be purchased using an in game economic system which awards money based on the outcome of the previous round, any kills the player is responsible for, and any actions taken with the spike. The game has an assortment of weapons including sidearms, submachine guns, shotguns, machine guns, assault rifles and sniper rifles. There are automatic and semi-automatic weapons that have a shooting pattern which has to be controlled by the player in order to be able to shoot accurately.
A PlayStation 3 version followed in December 2007 when The Orange Box was ported to the system.
Later in development, the game was released as a standalone title for Windows in April 2008, and was updated to support Mac OS X in June 2010 and Linux in February 2013. It is distributed online through Valve’s digital retailer Steam, with Electronic Arts handling all physical and console ports of the game.
The player can join one of two teams, RED or BLU, and choose one of 9 character classes to battle in game modes such as capture the flag and king of the hill. Development of the game was led by John Cook and Robin Walker, the developers of the original Team Fortress mod. Team Fortress 2 was first announced in 1998 under the name Team Fortress 2: Brotherhood of Arms. Initially, the game had more realistic, militaristic visuals and gameplay, but this changed over the protracted nine-year development. After Valve released no information for six years, Team Fortress 2 regularly featured in Wired News‘ annual vaporware list among other ignominies. The finished Team Fortress 2 has cartoon-like visuals influenced by the art of J. C. Leyendecker, Dean Cornwell, and Norman Rockwell and uses Valve’s Source game engine.
Fortnite is distributed as three different game modes, using the same engine; each has similar graphics, art assets, and game mechanics.
Fortnite: Save the World is a player-versus-environment cooperative game, with four players collaborating towards a common objective on various missions. The game is set after a fluke storm appears across Earth, causing 98% of the population to disappear, and the survivors to be attacked by zombie-like “husks”. The players take the role of commanders of home base shelters, collecting resources, saving survivors, and defending equipment that helps to either collect data on the storm or to push back the storm. From missions, players are awarded a number of in-game items, which include hero characters, weapon and trap schematics, and survivors, all of which can be leveled up through gained experience to improve their attributes.
Fortnite Battle Royale is a player-versus-player game for up to 100 players, allowing one to play alone, in a duo, or in a squad (usually consisting of three or four players). Weaponless players airdrop from a “Battle Bus” that crosses the game’s map. When they land, they must scavenge for weapons, items, resources, and even vehicles while trying to stay alive and to attack and eliminate other players. Over the course of a round, the safe area of the map shrinks down in size due to an incoming toxic storm; players outside that threshold take damage and can be eliminated if they fail to quickly evacuate. This forces remaining players into tighter spaces and encourages player encounters. The last player, duo, or squad remaining is the winner.
Fortnite Creative is a sandbox game mode, similar to Minecraft in that players are given complete freedom to spawn everything that is within the game on an island, and can create games such as battle arenas, race courses, platforming challenges, and more.
Players can use their pickaxe to knock down existing structures on the map to collect basic resources that are wood, brick, and metal. Subsequently, in all modes, the player can use these materials to build fortifications, such as walls, floors, and stairs. Such fortification pieces can be edited to add things like windows or doors. The materials used have different durability properties and can be updated to stronger variants using more materials of the same type. Within Save the World this enables players to create defensive fortifications around an objective or trap-filled tunnels to lure husks through. In Battle Royale, this provides the means to quickly traverse the map, protect oneself from enemy fire, or to delay an advancing foe. Players are encouraged to be very inventive in designing their fortifications in Creative.
While Battle Royal and Creative are free-to-play, Save the World is pay-to-play. The games are monetized through the use of V-Bucks, in-game currency that can be purchased with real-world funds, but also earned through completing missions and other achievements in Save the World. V-Bucks in Save the World can be used to buy loot boxes, in the form of piñatas shaped like llamas, to gain a random selection of items. In Battle Royale, V-Bucks can be used to buy cosmetic items like character models or the like, or can also be used to purchase the game’s battle pass, a tiered progression of customization rewards for gaining experience and completing certain objectives during the course of a Battle Royale season.
You can always play the Fortnite android version on Bluestacks.
Warning: Fortnite android version is not available on the play store. I don’t have time to explain that right now. Please watch a YouTube video on how to download it. (Fortnite Mobile was banned from the play store because Fortnite Mobile started using their own payment system instead of the Google Play one that gave Google 30% of their profit).
Call of Duty: Warzone, the only free game in the Call of Duty series, is a multiplayer online shooter game.
Warzone features two primary game modes: Battle Royale and Plunder. It is the second main battle royale installment in the Call of Duty franchise, following the “Blackout” mode of Call of Duty: Black Ops 4 (2018). Warzone differs from Black Ops 4 by reducing reliance on equipable gadgets and instead encouraging the accumulation of a new in-game currency called Cash.
Warzone supports up to 150 players in a single match, which exceeds the typical size of 100 players seen in other battle royale titles. Some limited-time modes support 200 players.
The Battle Royale mode is similar to other titles in the genre where players compete in a continuously shrinking map to be the last player remaining. Players parachute onto a large game map, where they encounter other players. As the game progresses and players are eliminated, the playable area shrinks forcing the remaining players into tighter spaces. In Warzone, the non-playable areas become contaminated with a green gas that depletes health and eventually kills the player if they do not return to the safe playable area.
Unlike other titles, Warzone introduces a new respawn mechanic, a greater emphasis on vehicles, and a new in-game currency mechanic. Parachuting is unrestricted, with the player being allowed to open and cut their parachute an unlimited number of times while in air. At launch, the game supported trios (squads of up to three players) with an option to disable squad filling. Infinity Ward has mentioned testing the number of squad members in future updates. Four-player squads and Solo BR modes were added in following updates, while Duos was added near the end of Season 3.
Character death in Battle Royale does not necessarily translate to player defeat like in other titles. Instead, the mode offers a respawn mechanic which players can take advantage of in various ways. Players who are killed are transported to the “Gulag”, where they engage in one-on-one combat with another defeated player, with both players being given the same weaponry. The guns that the players receive have little or no attachments. Players may only enter the gulag after their first death in a match. The winner of this combat is respawned into the game. Other methods of respawn are available using the in-game currency system. Players may use the in-game currency to purchase respawn tokens for other players should they not be revived by the Gulag mechanic.
In the Plunder mode teams have to search for stacks of Cash scattered around the map to accumulate $1 million. Once found, the game goes into overtime, multiplying all Cash sums by 1.5. The team who has gathered the most money when the clock runs out is declared the winner. Players respawn automatically in this gamemode.
In addition to Battle Royale and Plunder, several limited-time modes have been introduced throughout the course of the game’s life cycle:
BR Buy Backs (originally called BR Stimulus) is a variation of Battle Royale in which players automatically respawn upon death if they have sufficient money, and the Gulag is disabled.
Blood Money is a variation of Plunder in which players gain more cash rewards from completing contracts and performing “finishing moves” (execution kills) on other players.
Warzone Rumble is a 50v50 deathmatch type game mode taking place in cut-off sections of the main Verdansk map.
Mini Royale is a 50-player mode in which players drop within a smaller circle than normal Battle Royale modes, for more squad engagements.
Juggernaut Royale features the Juggernaut killstreak dropping in random places throughout the map. Up to three Juggernauts can be active at once in the map. Once a Juggernaut is killed, another Juggernaut care package will spawn in.
Armored Royale features squads spawning in with armored trucks, which players can upgrade to be more powerful over time. Unlike normal modes, players can continue to respawn as long as their squad’s truck is intact.
Slither io is a website based online game where you play as a worm/ snake (I’m not sure) and have to grow bigger by eating the glowing stuff and killing other players and eating their points. You get killed if your head bumps into another player’s body.
“There are approximately 2.2 billion gamers in the world. Out of the estimated 7.6 billion people living on earth, as of July 2018, that means almost a third of people on this planet are gamers.” Video gaming is a big business and enjoyed worldwide.
With the increase of Cloud-Gaming, mobile has become a very valuable option for on the go gaming. With services like Google Stadia, GeForce Now, PlayStation Now, etc. you have a very big variety so you can play all the games you want on that small screen of your phone. Also, 5G will make this process even smoother.
The video game industry has (not so) quietly undergone a big number of changes: microtransactions, development costs, and competition.
The idea of a “Netflix for video games” is quite simple — a service that allows all people to play high-quality video games on any device through a subscription offering. It still remains uncertain how game streaming will shape up in the end, but reviewing the first attempts to create such a solution, we can identify some patterns.
Meta-Gaming is when you make in-game decisions based on out-of-game knowledge. This is mostly a bad thing.
Let’s consider several situations to illustrate the point.
Finding a Trap:
The Metagamer goes right to where the trap is located and spams “search” checks until he “finds” it, because he’s played this module before and remembers the trap.
The regular player searches the room once, fails, and blithely walks into a trap. Because while he knows it’s there, his character does not.
Do you see how one made a decision based on what he knew, possibly ruined a possible good storytelling moment, and cheated. The other player was able to separate what he knew from what his character knew, and made a decision based on character knowledge only. Sure, he just got lanced by a foot-spike, but everyone is in the moment, committed to the story.
Fighting:
The Metagamer plans an L-shaped ambush per Chapter 3–17 b. (2), FM7–8 Infantry Rifle Platoon and Squad, adjusted to account for swords, spears, and bows instead of rifles, machineguns, and grenades.
The regular gamer remembers his character barely knows which end of a sword to hold, and either lets the fighter plan the ambush, or just waits in the bushes by the trail for the target to get close.
I’ve been guilty of this several times. In my last game, I was literally planning an ambush for some hobgoblins before cutting myself off. “Nope, Katrina doesn’t know any of this,” and shut up.
Monsters:
The Metagamer knows the weak-spot of the monster and slams it right off the bat, ruining what could have been an epic fight. He’s memorized the monster manual, and despite his character never before even hearing of this monster, he’s got it’s MO memorized.
The regular gamer may or may not know about the monster, but fights it as his character would, because his character doesn’t know that it’s vulnerable to, say, cold.
In my last game, we fought a midlin-small red dragon. As it happened, Katrina had found a ring of fire resistance. Yay! And while I know that Red Dragons do not have a special vulnerability to cold, she assumed they did, and kept peppering it with Ray of Frost. And while it didn’t do extra damage, she did manage to distract it long enough for some teammates to get behind it, especially when it blasted her with fire and she just stood there and took it.
Leveling:
When it’s time to level up, the Metagamer makes decisions based on mechanical advantage. He may multiclass or pick up feats based on what he thinks the next adventure will be, or just try to get the biggest ACC, AC, Dam, or whatever he can get. He may multiclass his fighter into a Paladin to pick up Smite, because he thinks they’ll be dealing with undead soon.
The regular player levels up based on what makes the most sense for the character. He may also muticlass his fighter into a Paladin, but it’s because he found religion.
Now, for a counter-example. I was in a sci-fi game once, and our ship was damaged. The engines were non-responsive, but Engineering reported they were fully functional. I was playing the Engineer. I deduced that a micro-meteor hit had damaged the control lines, and that the cutout had failed to automatically re-route them to the backups, which I then went to go do manually.
I’m an electronics technician by trade, and I know a bit about naval architecture, and it since I was playing the Engineer, it was totally fine to use Murphy’s Player Knowledge for my Engineer Character. That was not bad metagaming.
Now, some forms of meta-gaming are worse than others. The leveling one doesn’t bother me too much. But other kinds can ruin other player’s fun, and that’s a problem. It cheats people out of the experience, and is goddamn frustrating as a GM.
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Use this post to discuss life, post memes, or just talk about whatever! This thread is posted weekly on Fridays (adjustments made as needed). submitted by /u/AutoModerator [link] [comments]
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Every single track works wonderfully, no matter where you are or what you are doing it just hits on many emotional levels. submitted by /u/Kinetic_Pen [link] [comments]
Two weeks ago, my team and I released our first game, Prickle, on Steam. I thought it might be interesting for other gamers to hear about some stats, what we did before and after the release, and how it all turned out. TL;DR - the stats: Wishlists before release: ~2400 Copies sold (two weeks since release): ~500 Reviews: Very Positive (55 reviews, 100% positive) The main problem: a small target audience for grid-based puzzles on Steam. Best method for wishlists: Steam festivals. 1. How Prickle Came About - From a Game Jam to a Steam Release Fourteen months ago, our indie team of four developers participated in Ludum Dare 54 - a "game jam" where you make a game in 72 hours. The theme was “Limited Space,” so we created a small, wholesome, grid-based puzzle game about a father hedgehog (DadHog) trying to bring his mischievous Hoglets back home. The main mechanic was that when two hedgehogs touched, they stuck together, making movement and rotation increasingly challenging. https://i.redd.it/kpm2pwllvv4e1.gif The jam version had 12 levels and received very positive feedback (ranked 32 out of 2200) , with many players asking for a full game. Well, if a 12 levels game takes 72 hours to make, a 48 levels game should take around 12 days, right? How hard can that be? (*foreshadowing intensified*) Fourteen months later, Prickle was ready to release, complete with new mechanics, levels, music, cutscenes, menus, a hint system, undo functionality, accessibility features, dark mode, translations into 15 languages, and support for Mac, Linux, and Steam Deck. Plus, there was a LOT of playtesting. https://i.redd.it/efcwaikmvv4e1.gif 2. Pre-Demo Marketing First, let’s address the most important thing we learned about marketing: the market for grid-based puzzle games on Steam is ROUGH. The puzzle game community is relatively small, and while our game is cute and wholesome, it is also difficult - and not everyone enjoys that type of challenge. While this genre might be more popular on other platforms (Nintendo Switch, for example), the Steam audience remains relatively small. Let’s face the facts - even the biggest grid-based puzzle hit, Baba Is You, has “only” 17K reviews, and the second most successful, Patrick’s Parabox, has 3K. These are fantastic achievements for amazing games, but compare it to superstar indie games in other genres and you start to see the problem. Additionally, while Prickle has a unique and stylized art style that most players find charming, it doesn’t have the kind of flashy graphics that market themselves, so to speak. We started marketing Prickle 9 months before release by creating its Steam page and aiming to gather as many wishlists as possible. The world of indie marketing and self-publishing is tricky: We wanted to get as many wishlists as we could before releasing a demo, but we also knew that the best method of getting wishlists is releasing a demo. Our primary marketing efforts included: Posting on Reddit gamedev forums like r/IndieDev, r/Godot, and r/PuzzleVideoGames. Sharing updates on Twitter and Facebook gaming/gamedev groups. We also started playtesting, which brought attention to the game as puzzle gamers started to play it. It was also a good opportunity to open a Discord server where playtesters could give feedback and talk with the team directly. By the time we released the demo, we had ~450 wishlists. https://preview.redd.it/4pc1x2v0wv4e1.png?width=4119&format=png&auto=webp&s=61c71bd819399bb9a631a837dbd2da26527398b0 3. Pre-Release Marketing We launched Prickle’s demo a week before Steam’s Next Fest. The demo brought in around 115 wishlists, but the real game-changer was the festival itself, which brought in about 100 wishlists every day for the four days of the festival, effectively doubling our total. Here’s what we’ve done since then and how it worked for us: Online festivals and events: By far the best source of wishlists, bringing in roughly 100 wishlists a day. We participated in Steam festivals like Wholesome Games and Back to School and in Devs of Color Direct. And yet, only half of the wishlists we got in that period were from festivals. The rest were from the slow but constant flow of wishlist from our other marketing methods. Reddit: The best way to reach a wide audience, BUT: even though tens of thousands of people viewed our post and thousands of people entered the Steam page, only a small percentage actually wishlist the game. Facebook/Twitter: proved to provide a smaller amount of views, but a much higher percentage of view-to-wishlist conversion rate. That being said, Twitter was way more effective both in reaching out to new people and networking with other industry professionals - which even got us a review in PC Gamer magazine! Threads: a lovely place and has a supportive community of indie devs, but the small size of the network proved difficult. We still plan to continue posting on Threads, though. Streamers: We reached out to Twitch streamers with free keys for Prickle’s current full version build, so they can play it before it even releases.While Prickle was showcased by streamers and had quite a lot of views, none of them was followed by a large peak in wishlists. We assume it is due to the previously discussed small audience of the genre. Real-life events: We attended two in-person festivals and one playtesting event. We’ve also showcased Prickle at Gamescom Latam in Brazil (Where it was nominated for the best casual game award!). We’ve found that real-life events are great for networking and playtesting but less effective for wishlists, given the time and effort involved. By release, we had ~2400 wishlists. https://preview.redd.it/rfyyk6qfwv4e1.png?width=4098&format=png&auto=webp&s=8a48bfd68493909721058a4ec362a636c8e94ba2 4. Release We launched Prickle on November 22 with a 30% release discount. While we hoped the game would attract enough players to appear on Steam’s New Releases page, we were also realistic about it. In the first 24 hours, we sold ~140 copies. Today (two weeks later), we’re at ~500 copies sold. Posting about the release led to our biggest wishlist spike - ~250 in one day, with ~600 total wishlists since launch. https://preview.redd.it/w3mhieahwv4e1.png?width=4176&format=png&auto=webp&s=e2bccfa1baf15f54b8d0553133b74ba34052d8d0 Although only a small percentage of wishlisters have purchased the game, the reviews have been extremely positive, earning us a “Very Positive” rating after more than 50 reviews. Overall, ~1100 people had played the demo and ~320 played the full game. Prickle, sadly, didn’t end up on the New Releases page. 5. Conclusion We knew what we were getting into when we started working on Prickle. Neither of us thought that it’s going to be a huge hit and our biggest hopes were that it would be successful in puzzle game standards - so we are very pleased with the results, so far. We are delighted to know that people are playing and enjoying Prickle, and we are thrilled to read the positive reviews. Some players even sent us photos of them playing with their children or families, which is really heartwarming. Our top priority as a team was to enjoy the process of game making and make games we believe in and love - and it doesn’t always mean making the most profitable games, and that’s okay. We wanted to thank everyone who playtested, wishlisted, bought, reviewed or played the game - your support really means the world to us. If you have any questions - feel free to ask and we'll do our best to answer. submitted by /u/WestZookeepergame954 [link] [comments]
Going through my old game storage found physical disks of oblivion, Morrowind, Aion, Diablo three and this old classic. submitted by /u/MinervaMedica000 [link] [comments]
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