-
Notifications
You must be signed in to change notification settings - Fork 0
/
index.html
93 lines (88 loc) · 4.3 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
<!DOCTYPE HTML>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="title" content="html-me-something (Gears of War)" />
<meta property="og:title" content="html-me-something (Gears of War)" />
<meta name="description"
content="My very first webpage, based on my feelings on Gears of War PvP. Built using HTML and CSS." />
<meta property="og:description"
content="My very first webpage, based on my feelings on Gears of War PvP. Built using HTML and CSS." />
<title>html-me-something (Gears of War)</title>
<link rel="stylesheet" type="text/css" href="assets/css/style.css" />
<link rel="icon" type="image/png" href="assets/images/favicon.png">
</head>
<body>
<div id="fixed-background"></div>
<main>
<div class="hero"></div>
<header>
<h1>A Love-Hate Relationship</h1>
</header>
<article>
<h2>Since '06</h2>
<div class="p-wrapper">
<p>My relationship with Gears of War is
complicated; my feelings about the game's potential are stronger than my feelings about the game's
reality.
Playing the game is like playing the lottery, on the rare occasion the game lives up to its potential,
it almost feels worthwhile.
</p>
</div>
<div class="gameplay-image" id="quad"></div>
</article>
<article>
<h2>When Winning Isn't Enough</h2>
<div class="p-wrapper">
<p>A video game is a system of input and output, a dynamic appeal to a player's sense of amusement.
Competitive
video games are more than just virtual battlegrounds, they are entertainment frameworks. Entertainment
frameworks are not defined by wins and losses, they are defined by universal opportunity. Legitimate
issues are concerns of opportunity, and so persist outside the scope of one's performances. Win or
lose,
there's something fundamentally lacking in Gears of War's framework.</p>
</div>
<div class="gameplay-image" id="triple"></div>
</article>
<article>
<h2>Attitude Alone Does Not Determine Altitude</h2>
<div class="p-wrapper">
<p>Like an irreparable matrimony, the game and I had reached our limits.
The kind, though promising, loses something invaluable along the way.
Where no amount of mental framing could rekindle the passion, no amount of dedication could rectify
the
relationship. I just had to move on.
</p>
</div>
<div class="gameplay-image" id="blitz"></div>
</article>
<article>
<h2><i>People don't know what they want until you show it to them</i></h2>
<div class="p-wrapper">
<p>
The most important lesson I've
learned from playing Gears of War is that genuine feedback and a genuine effort to respond
to feedback do not always facilitate an evolution.
Fans and focus groups are great at addressing
what they like and don't like when it concerns isolated facts, but not so great at communicating why
said
facts matter in the context
of a particular game dynamic nor in the context of their core values. It is insight into the player's
core values, an
understanding of the dynamics at large, and intuition that empowers designers to
wield
feedback effectively.
In simply meeting the demands of a fanbase, you are always one step behind in seeing the game's
potential.
</p>
</div>
<div class="gameplay-image" id="boom"></div>
</article>
</main>
<footer>
© 2018-2024, html-me-something (Gears of War). All Rights Reserved.
</footer>
</body>
</html>