![]() ![]() ![]() "Things that are too complicated are, in general, not fun," Johansson reinforced. ![]() If something gets cut because it was too complex, it's also usually because it wasn't entertaining. While the developers usually had differing approaches to game design, both totally agreed on this point: complicated things usually aren't fun. "And right after we ship a title is a critical time to listen to fan feedback, and try to make adjustments based on peoples experiences with the game." We also have a dedicated team of external beta testers that has been around for over a decade, commenting on and contributing to each of our releases," we were told by the developers. "The internal team is always playing the game and bringing their feedback to the designers, even from the earliest prototypes of the game. When you've been doing these games for so long, both us and our fans develop a common language.you need fresh eyes to see whats comes natural to someone who has played some of the previous games, and someone who has never seen one."įiraxis has been taking this approach for a bit longer. "It's something I see us doing a lot more of in the future. Johansson said that Paradox has ramped up its use of playtesting, especially when developing its latest title: Europa Universalis IV-"particularly when it comes to the tutorial and the multiplayer," he explained. ![]()
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