Finally get to make one of these posts. I was the main Gameplay Analysis Team member on Thresh. It was a life-time opportunity getting to work on him.
Looking forward to people getting to torment others once he's out. I definitely had my share during his development.
Under Night Has No Friction
"Friction" consists of the difficulties and decisions that characters and players must first deal with in order to put themselves in a winning position.
Below you can find my written thesis on my issues with UNI2. 日本語版をご利用いただけます。
Thank you for waiting so here's my photo contributions to @SlashbackEvent Vol. 4! While I couldn't do the full weekend, I am glad to get some in on the last day! It was a great time! @guildhouse
Full Album: https://t.co/fAcF6FYOpT
We are proud to announce Dragon Quest XII: Beyond Dreams!
Get your first look at #DQ12 with messages from game designer, Yuji Horii and executive producer, Yosuke Saito here: https://t.co/aNp5zWoxwp
Data on Combo Breaker 2026 is neat!
Games that share players are closer to each other.
I've also added two new graphs. Co-participation, which is the # of people shared, as well as share-percentage, where each row shows the share% w/ the column. Diagonal is # players unshared.