Focusing on super important priority 1 things for Divinity 2
Focusing on super important priority 1 things for Divinity 2
Editorial - posted by DarkUnderlord on Sun 7 December 2008, 07:46:09
Tags: Divinity IIThere's quite a decent update over on the Divinity 2 forums pretty much talking about the crunch-time of game development. Initiate copy-paste:
Luckily we have good producers and leads dealing with all the interesting and relevant information but nonetheless, for some reason, people still expect me to be aware of it all. I actually find that very reasonable, but due to a perhaps not incredibly exemplary lifestyle, my memory doesn’t have sufficient cells to absorb it all. I’ve discovered that some kind of self defense mechanism started operating which prioritizes information the moment I hear it and if it’s not at priority super one, it filters it out immediately.
[...]
Anyways, to use some heavy words, my point is that modern day game development involves very complicated production processes and because gamers, rightfully so btw, have become very demanding, the impact on what developers have to deal with during their development cycle has changed significantly compared to when I started in this industry, some 10 years ago or so. And I’m not so sure that the form it’s taken, is such a good thing for producing great games.
I remember that when I was making I often thought of some particularly cool gameplay feature I implemented that day and that was in general a happy thought to go to sleep with. Nowadays, I often go to sleep going through a check list of all the stuff I forgot to do today, dealing with all the stuff I mentioned in the opening paragraph, and frankly, that’s not such a happy mechanism for getting good dreams. I still try to pick up on some gameplay feature I saw, as sadly I’m not implementing them myself anymore, but it’s definitely not the same feeling anymore since it’s tainted by all the non--game-development stuff.Yup. Divinity 2 is well on its way to being a bug-ridden piece of shit. Look for the patch on release day! Though the article is certainly well-worth a full read.
Spotted @ GameBanshee
Luckily we have good producers and leads dealing with all the interesting and relevant information but nonetheless, for some reason, people still expect me to be aware of it all. I actually find that very reasonable, but due to a perhaps not incredibly exemplary lifestyle, my memory doesn’t have sufficient cells to absorb it all. I’ve discovered that some kind of self defense mechanism started operating which prioritizes information the moment I hear it and if it’s not at priority super one, it filters it out immediately.
[...]
Anyways, to use some heavy words, my point is that modern day game development involves very complicated production processes and because gamers, rightfully so btw, have become very demanding, the impact on what developers have to deal with during their development cycle has changed significantly compared to when I started in this industry, some 10 years ago or so. And I’m not so sure that the form it’s taken, is such a good thing for producing great games.
I remember that when I was making I often thought of some particularly cool gameplay feature I implemented that day and that was in general a happy thought to go to sleep with. Nowadays, I often go to sleep going through a check list of all the stuff I forgot to do today, dealing with all the stuff I mentioned in the opening paragraph, and frankly, that’s not such a happy mechanism for getting good dreams. I still try to pick up on some gameplay feature I saw, as sadly I’m not implementing them myself anymore, but it’s definitely not the same feeling anymore since it’s tainted by all the non--game-development stuff.
Spotted @ GameBanshee
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