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View Full Version : Game Design Deep Dive: Situational awareness and player frustration in GRIP - Gamasutra



RetromanIE
04-05-2016, 19:42
<table border="0" cellpadding="2" cellspacing="7" style="vertical-align:top;"><tr><td width="80" align="center" valign="top"><font style="font-size:85%;font-family:arial,sans-serif"><a href="http://news.google.com/news/url?sa=t&fd=R&ct2=en_ie&usg=AFQjCNGfIFNyLKpBJye6ovRlOsTPlUkEuA&clid=c3a7d30bb8a4878e06b80cf16b898331&cid=52779099747956&ei=XlAqV-7FFY3c1gb49YmACA&url=http://www.gamasutra.com/view/news/271523/Game_Design_Deep_Dive_Situational_awareness_and_pl ayer_frustration_in_GRIP.php"><img src="//t3.gstatic.com/images?q=tbn:ANd9GcQe2DswbM-cEDky1Xo99kHaXhLKgMYpPW0J-wMjj-Kd0ZuCaAR8XXeTnPlxS3xqKniImByYs1tY" alt="" border="1" width="80" height="80"><br><font size="-2">Gamasutra</font></a></font></td><td valign="top" class="j"><font style="font-size:85%;font-family:arial,sans-serif"><br><div style="padding-top:0.8em;"><img alt="" height="1" width="1"></div><div class="lh"><a href="http://news.google.com/news/url?sa=t&fd=R&ct2=en_ie&usg=AFQjCNGfIFNyLKpBJye6ovRlOsTPlUkEuA&clid=c3a7d30bb8a4878e06b80cf16b898331&cid=52779099747956&ei=XlAqV-7FFY3c1gb49YmACA&url=http://www.gamasutra.com/view/news/271523/Game_Design_Deep_Dive_Situational_awareness_and_pl ayer_frustration_in_GRIP.php"><b>Game Design Deep Dive: Situational awareness and player frustration in GRIP</b></a><br><font size="-1"><b><font color="#6f6f6f">Gamasutra</font></b></font><br><font size="-1">First by designing tracks for Rollcage and then helping to design and produce its sequel and a number of other AAA titles on PC, PS1, <b>Dreamcast</b> and PS2. For the last 15 years I&#39;ve been out of the games industry conducting research in psychology <b>...</b></font><br><font size="-1" class="p"></font><br><font class="p" size="-1"><a class="p" href="http://news.google.ie/news/more?ncl=djeh_mAER35oseM&authuser=0&ned=en_ie"><nobr><b>and more&nbsp;&raquo;</b></nobr></a></font></div></font></td></tr></table>

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