Here’s the thing — lopsided (blowout) games are a lot more frustrating for the players getting blown out than they are fun for the players winning. They are a net negative experience — there’s very little to gain or learn from getting blown out, but a …
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Recently, Jason Schreier revealed some bts talks with Blizzard devs who told him that they were trying for an RTS for years but were denied by execs. I understand that execs weigh risk/reward in terms of profitability but from the consumer side, these sorts of reveals makes it seem like innovation is being stifled and shifted to the indie scene like the nothing but superhero movies. What’s it look like from the dev and creative side?
Creatives want to be creative, so they pitch creative stuff. Executives care about the bottom line and return on investment. Unfortunately, the real story in the AAA space is that experimental and niche games like RTS games don’t have as much of a pote…
I’ve occasionally seen this common bug in several games where a character gets stuck in what seems to be the center of the map, doing a T pose. Is this is a common output of several different types of errors? If so, have you ever hidden the origin of the map under a hill, or made it hidden to the player somehow, so bugs like that are not spotted, even if they occur?
You’re right — the T-pose (or its cousin the A-pose) is usually the default pose we put a model in when a particular pose or animation isn’t working. The T-pose exists mostly because artists can see all parts of the model by rotating, moving, and zoomi…
Say you’ve got a dungeon that can be played with 1-8 players; how do you scale that for each number of players? What variables tend to wind up being the most fun to have tweaked (enemy hp, numbers, etc)?
Scaling an encounter to support different numbers of players is generally a question of resource allocation. If we have a small number of these encounters in the project, we can do most of this by hand and spend more effort on each one. World of Warcra…
Hi there! I am planning on making a jrpg style game, but was thinking of making fan games of other jrpgs to gain knowledge and experience, is it a good idea?
Yes, I think it is a good idea. It’s always a good idea to practice and level up your skills, and it’s important to remember that game development disciplines — design, programming, art, etc. — are skills. Because they are skills, practicing and earnin…
The time required to develop games has been getting longer and longer. Do you think there’s any solution to reduce this time, like some kind of technological innovation, for example?
Development times haven’t really gotten longer and longer, except in the outlier special cases (e.g. Grand Theft Auto, Elder Scrolls). What generally happens is that you see these games in the news that have had long incubation or troubled development …
When developing a live service game, is there a standard for how far into the future your team plans in terms of content like say a preseason and first season worth of content outlined. If there’s a story/plot attached to your game, is there a planned “ending” that you deviate from based on how successful the game is?
Most in-development live service games plan ahead for one year’s worth of post-launch content from the jump. Typically this is planned to follow a quarterly schedule, so that we have sufficient development time to build a sizable amount of new content …
Is classic game porting/remastering becoming its own specialization? What I mean is, of course it’s happening more these days, so/but is space growing to be someone who specializes in these projects? Or is it still niche enough that the small number of teams/staff who do it will continue to do it?
The answer here is «kind of». Here’s the main issue — game development is expensive. AAA studios are expensive and cost a lot to run, assigning a AAA studio a remake/port project is not really worth it when compared to the estimated return on investmen…
What would it take to have a resurgence of physical games (for PC mostly)? I recall multiple times of digital only games being taken away by companies and there being an uproar about it. But it was never enough to create change.
Honestly, there’s two major things that need to happen for physical media to be a bigger thing on PC. Think about things from a game publisher perspective and what kind of costs are associated with making physical media.First, retail stores take a 20% …
Why do you think MOBAs manage to remain so popular when losing a match can be such a long and arduous process?
MOBAs as a genre generally sustain themselves primarily because playing the game at lower skill levels allows players to feel ownership and powerful when they do well, but also provides them excuses from having to admit their own responsibility in thei…