![]() ![]() After all, those who played games would likely play this one game for months in order to get it right they're dedicated fans, after all, and not many new titles released in any given year. ![]() The harder the better, right? That's what all developers seemed to conclude back in the '80s. See, before there really wasn't much of a struggle. When they compromise, things have to be cut away, reduced, and scoped down. Production wants a game that will actually ship. Design wants a giant game with all kinds of cool stuff in it. Games are frequently a type of benevolent struggle between Design and Production. But when two or three people in a 10 person playtesting session just can't get past it, we have to "nerf" it. "Some players would love for us to have kept them harder, longer, and more complicated. After saying scaling back during development was a "common issue," Bartram elaborated: In speaking to OXM UK, Visceral Games' combat and control designer Brian Bartram said the adventure was to initially include a lot of tough puzzles. They can be challenging in some respects but in regards to certain elements, they need to remain accessible. The hardcore are the minority.Īnd that's why games like Dead Space 2 can't be too restrictive. This is the reason why the games of today are much easier than the games of yesteryear. For them to be truly successful, they have to appeal to a very wide audience.
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