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Prototype 2 is published by Activision. This game is next part of prototype. This game is a single player game. In this game you will see stunning graphics and sound effects. Story line of this game is very amazing. Player will never get bored while playing this game.
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In Prototype 2 you will see a new protagonist. His name is James Heller. He is the main character of this game. James Heller is in the mission to destroy Black light virus. Family of James Heller was killed by the black light virus. Alex Heller another protagonist is involved in killing family of Heller. So Heller wants to take revenge from him. You can also download Grand Theft Auto IV Complete Edition.
An extra ordinary thing in this game is that James Heller can change the shape of his face. With this advantage he can take the shape of any one. This thing helps him for completing his mission. In this game you will see some real effects. Player can also use weapons to defeat enemies. Heller has also got a super human ability. This ability has many advantages for the player. Heller has got many powers. A new power Tendril is also added when Heller hits any object with Tendril it smashes into another object. Another power Black Hole is also added with this power player can kill enemies. Heller can kill enemies by different ways. This game has only one possible ending. You can also download Mass Effect 3.
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Subsequently, Heller wipes out the infected in NYZ along with most of the Blacklight Virus; using Mercer's absorbed memories, Heller locates and frees Maya and Dana from a vault. The game ends with the three overlooking New York, before Dana questions what to do next.
Prior to the game's launch, Radical Entertainment announced Radnet for Prototype 2 users who would either pre-order the game or buy a new copy. Radnet offers the player weekly in game abilities, events, challenges and avatar items. Upon the launch of the game, first-run copies and pre-ordered copies of the game would include 55 pieces of additional add-on downloadable content (DLC) at no extra cost. Included in the pre-order/launch content was in-game events, additional and optional challenges, avatar items for the Xbox 360 and themes for the PlayStation 3 and behind the scenes videos. In order to make Radnet coherent to players, Activision announced that the events playable in Radnet would be outside of the game's main storyline.[7]
To promote the game, Radical Entertainment launched a Facebook app for the game. The app is called Blacknet, named after the game's mission system, and it allows fans to work together to "hack" the interface. Hacking it will allow the fans to uncover a series of videos, interviews and other behind the scenes content, all in the run up to the game's launch. Also via Facebook, Radical unveiled that they would announce something huge for Prototype 2 at ComicCon. This was the ability to let people play the game, they also released the first of three trailers detailing the story of Prototype 2.[13] At ComicCon, Activision held a raffle in which the winner won either the jacket worn by James Heller, or Alex Mercer's jacket; and a custom skinned Xbox 360. At ComicCon, Activision employees were handing out Prototype 2 themed merchandise, including T-shirts, posters, giant foam Heller Blade Arms and more materials based on the game.[citation needed] Activision released for iOS an official game titled ProtoSlice, available free to download.[14] Activision has released a couple of trailers, Radical Entertainment's team also went to Paris to promote the game in February 2012, and had a video interview with JeuxVideo Live.[15]
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This case study details the methodologies we used to create a gamified library orientation experience through an iterative design process involving the phases of empathize, define, ideate, prototype, and test. For libraries with staff skilled in basic HTML and graphic design, gamified experiences are possible when they approach them with a design-thinking mindset. In designing the gamified orientation experience, we used a minimal amount of coding and conducted usability testing with playtesters prior to launch. We describe a sequence of issues we encountered during playtests, and we discuss remedies we took to balance storyline, content, educational objectives, and gameplay.
This case study addresses the critical role of design thinking in the production of LibGO. After reviewing literature on broadly applicable gamification mechanics, and narrowly looking at existing UX and gamification in libraries, we discuss the importance of the five phases of design thinking. This discussion is followed by the methodologies we used to create a gamified library orientation experience through an iterative design process involving the phases of empathize, define, ideate, prototype, and test. We emphasize the fourth and fifth phases, in which we used a minimal amount of coding as well as iterative usability testing prior to launch. We describe a sequence of issues we encountered during playtests and discuss remedies we took to balance storyline, content, educational objectives, and gameplay.
Elements of interaction, engagement, and immersion are key to a gamified experience (Gunter et al., 2008). The field of human-computer interaction is both user-centered and iterative, using common practices of ethnographic research, prototyping, and testing. In general, a prototype is a representation of an idea, and prototypes can take many forms, from a simple sketch on paper to a fully functioning artifact. Prototypes are quick and inexpensive ways to uncover design issues before significant time and money are put into the development of the final product. Prototype design and playtesting support human-computer interaction in game design by providing users with an early look at the final product, as well as allowing designers the opportunity to identify functional requirements and performance issues early on (Beaudouin-Lafon & Mackay, 2008).
Guo and Goh (2016) employed a user-centered design process to create an information literacy game to counteract the increasing numbers of students unwilling to approach librarians when encountering difficulty searching. While designing Library Escape, the authors facilitated design workshops, created prototypes, and solicited feedback. The design workshops had participants familiarize themselves with two existing game-based learning activities at different institutions; participants then discussed what they liked and disliked about these games, which informed the design of Library Escape. Once completed, Library Escape user testing feedback expressed the need to change presentation formats for this role-playing game, avoiding time-consuming introductory videos to allow the gamer to start play quicker. The game itself could take an hour or more to play, a large time commitment for players. It focused on library instruction rather than library orientation.
By pushing together large tables, we created a surface large enough to hold twenty-four pieces of 8.5 x 11 inch paper in seven rows. As a low-fidelity prototype, each paper represented a screen of a POI in the LibGO journey, with rectangular paper strips cut into varying sizes to show directional pathway options for each prototype screen. The prototype also included print outs of image possibilities for each page, allowing for easy viewing and swapping out of images for testing the look and flow of the paper prototype. Our interactions with this level of prototyping in the early stages of game design led to discussions on the POIs common among the user groups and on how to simplify the design. 2ff7e9595c
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