An Analysis of 155 Postmortems from Game Development [pdf]
research.microsoft.com
An Analysis of 155 Postmortems from Game Development [pdf]
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Re: An Analysis of 155 Postmortems from Game Development [pdf]
#2Re: An Analysis of 155 Postmortems from Game Development [pdf]
#3Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design.
This would exclude Dota, for example. Gamedev is a world of exceptions.
In general, it's best to playtest every idea you come up with and cut whatever isn't fun.
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#4This is excellent for the history and for the examples of what worked and what didn't. But the interpretations are a little dubious: Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design. This would exclude Dota, for example. Gamedev is a world of exceptions. In general, it's best to playtest every idea you come up with and cut whatev…
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#5This is excellent for the history and for the examples of what worked and what didn't. But the interpretations are a little dubious: Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design. This would exclude Dota, for example. Gamedev is a world of exceptions. In general, it's best to playtest every idea you come up with and cut whatev…
Dota was a user made mod originally, so I don't think that counts.
Also, the advent of engines like Unity and UE blur what "modding" means. The WC3 engine was flexible enough to be made into Dota, which was then implemented on the Source Engine as Dota 2. But why was the original Dota a mod, whereas Dota 2 isn't? It's hard to come up with a definitive answer to that.
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#6I didn't quite understand the correlation between development for multiple platforms and quality of art. May be those who want to release for multiple platforms in general care about quality more?
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#7But unfortunately this title is some kind of cruel joke:
http://www.phobe.com/sfi/ornithology.html
http://www.gamasutra.com/view/feature/130925/schandenfreudia...
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#8This is excellent for the history and for the examples of what worked and what didn't. But the interpretations are a little dubious: Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design. This would exclude Dota, for example. Gamedev is a world of exceptions. In general, it's best to playtest every idea you come up with and cut whatev…
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#9This is excellent for the history and for the examples of what worked and what didn't. But the interpretations are a little dubious: Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design. This would exclude Dota, for example. Gamedev is a world of exceptions. In general, it's best to playtest every idea you come up with and cut whatev…
This advice is super generic.
Re: An Analysis of 155 Postmortems from Game Development [pdf]
#10> When looking at games developed for one platform versus games developed for multiple platforms, we found a few advantages and disadvantages to choosing one over the other. First, 46% of developers that used multiple platforms listed art as something that went right, while only 33% of developers that used a single platform listed this. Additionally, 15% of the developers that used a single platform listed this as so…