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Often it's a vertical slice with gameplay mostly done and assets of medium to high quality. Since assets are expensive to make this allows you to build a mostl
by parentheses 5y ago
Often it's a vertical slice with gameplay mostly done and assets of medium to high quality.
Since assets are expensive to make this allows you to build a mostly complete product without cutscenes and 50 levels but without too much effort.
You often don't ship this MVP to the public but use it to attract publishers or to demo at game conferences.
[Oped below]
So much of what makes a game good is art and feel based so testing early and often whether you're on the right track is important. Game studios that are smaller have to do this. Larger ones can take the hit if they make a bad call in favor of controlling the marketing/presentation more carefully. I'm not entirely sure how they test. Similar to developers I think most people in the game development industry have good or reasonable instincts about games that would work.
- throwaway894345 5y ago> So much of what makes a game good is art and feel based so testing early and often whether you're on the right track is important. Game studios that are smaller have to do this. Larger ones can take the hit if they make a bad call in favor of controlling the marketing/presentation more carefully. I'm not entirely sure how they test. Similar to developers I think most people in the game development industry have good or reasonable instincts about games that would work. I think I’m in the minority, but I really care very little about the art and feel; I’m die-hard about the mechanics of the game. I hear people ranting and raving about the “cinematic quality of the game art” and I find myself thinking, “I mean, that’s nice, but there are all of these glaring issues with weapon balance and map design, the net code favors laggy players, the time-to-kill is so low that network rather than skill dominates the outcome of almost every confrontation, and the server randomly disconnects people...”. I play a lot of first person shooters, and I rarely care whether the “skin” of the game is futuristic, present day, WWII era, etc as long as the mechanics are right.
- parentheses 5y agoNever saw the responses. I agree with you that the mechanics come first. Game feel is so important. Graphics don’t need to be amazing for good game feel.
- samkater 5y agoI'm with you there. I (not a game dev) imagine that balance is hard to find, particularly when choosing the right moment to release. I remember playing "Age of Conan" (the mmo) when it was released and in my opinion while the graphics were good, the game-play was hilariously out of balance (or buggy). My younger self found exploiting the lopsided game-play very enjoyable, but ultimately didn't stick around for too long. If the balance was reversed (more polished game mechanics, less polished art) my friends and I probably would have made it a staple. But to each their own! It's nice to see the variety available from movie-like experiences to pixel art with all ranges of game mechanics.