2 ms·
It's definitely not as binary as my brief post made out. During my (fairly brief) stint in gamedev, we prioritized issues using an "impact factor" which tried t
by taneq 5y ago
It's definitely not as binary as my brief post made out. During my (fairly brief) stint in gamedev, we prioritized issues using an "impact factor" which tried to combine all the different aspects of how an issue could impact players into a single metric. I'm not sure what the final formula was but it would have been something like:
impact = severity_factor * frequency * age_factor
where
severity_factor = 1 (minor cosmetic/performance issue)
= 3 (major cosmetic/performance issue)
= 5 (annoying gameplay bug)
= 50 (avoidable crash/gamebreaking bug)
= 100 (unavoidable crash/gamebreaking bug)
frequency = times_occurred / hours_of_gameplay
age_factor = 1 + age_in_months