View Single Post
Old 12-17-2007, 10:41 AM   #2218 (permalink)
Cowbell
Registered User
 
Cowbell's Avatar
 
Join Date: Sep 2006
Location: Texas
Posts: 224
-4 Internets
Quote:
Originally Posted by Ngruk View Post
I remember reading something recently, can't remember the game, where the lead on the project had stated "They knew they would need to devote time and effort to reclaiming players lost in beta" because they knew when they launched the beta the game wasn't fun yet....

Huh? What? Isn't that whole 'fun' thing supposed to be part of every feature of your game?

How do you move from concept to production, much less production to beta, without it being fun as hell?

When exactly are you supposed to patch in the fun?
I just hope you have the strength to truly listen to other people when they say a particular idea of yours isnt working even though you may think it is the end all greatest idea of all time: See slow combat system in Vanguard

If you don't then you may be patching in the fun in beta as well since you will be scrapping 2 years of work and basically starting over after you reached alpha and create a half ass game in 10 months with a completely rewritten game engine, all the while neglecting all polish and other much needed phases of the game because your basic idea sucked and you didnt have the sac to man up and admit you were wrong.

I do trust you though because that game should be a shining beacon of what not to do, not only with management but with design decisions as well.
Cowbell is offline  

 
Uberguilds Network