Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Flagship Studios
<a href=http://www.silven.com>Silven Crossroads</a> posted an <a href=http://www.silven.com/pcmac.asp?case=showreview&reviewid=41&gameid=63>interview</a> with <b>Bill Roper</b> of <a href=http://www.flagshipstudios.com>Flagship Studios</a>, confirming that the mystery game is indeed an RPG, of the kind that <i>hasn’t been done before</i>. My favourite kind.
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<blockquote><b>Do you think your process as a team varies from the way other development team work?</b>
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We usually will write a 1-2 page white paper and then everyone works on the ideas that are there. The team may change those ideas or modify them, or we may find we have something that works but it doesn’t make sense in the game. Again, we argue passionately about what goes into the game. It’s all about keeping our focus on the game.
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Other teams will spend weeks or months on their design document. The disadvantage to that approach is that they then become hesitant to make changes after they have so much time invested in the original design.</blockquote>The interview is basically the same old stuff Bill said before, but it's a good read for those who didn't pay any attention to <a href=http://www.flagshipstudios.com>Flagship</a> before.
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<a href=http://www.silven.com>Silven Crossroads</a> posted an <a href=http://www.silven.com/pcmac.asp?case=showreview&reviewid=41&gameid=63>interview</a> with <b>Bill Roper</b> of <a href=http://www.flagshipstudios.com>Flagship Studios</a>, confirming that the mystery game is indeed an RPG, of the kind that <i>hasn’t been done before</i>. My favourite kind.
<br>
<br>
<blockquote><b>Do you think your process as a team varies from the way other development team work?</b>
<br>
<br>
We usually will write a 1-2 page white paper and then everyone works on the ideas that are there. The team may change those ideas or modify them, or we may find we have something that works but it doesn’t make sense in the game. Again, we argue passionately about what goes into the game. It’s all about keeping our focus on the game.
<br>
<br>
Other teams will spend weeks or months on their design document. The disadvantage to that approach is that they then become hesitant to make changes after they have so much time invested in the original design.</blockquote>The interview is basically the same old stuff Bill said before, but it's a good read for those who didn't pay any attention to <a href=http://www.flagshipstudios.com>Flagship</a> before.
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