gurugeorge
Arcane
Just watched the Josh Sawyer post-mortem Infinitron just linked to in the Josh Sawyer Q&A thread, and it seems pretty fair for the most part. VO and ship-to-ship as huge distractions (from efforts that could have been spent on making the game better) and the relationship system as a very cool but initially flawed idea (heck, spending some of the time wasted on VO and ship-to-ship could have been spent on fine tuning that before release).
Re. the ship-to-ship: setting aside the fact that it was a huge time-sink for them, I think in concept (storybook style abstracted ship-to-ship) it's good, but to me the thing they've kept through all the iterations that's really incomprehensible and annoying is the central vertical strip with the turns and arrows and shit.
I still haven't the foggiest clue what's going on there, it sort of glides off the brain. I think if whatever information they were trying to convey there - presumably about relative positioning, etc. - if that had been instantly readable, the ship-to-ship probably would have been fine, otherwise just leave it out and rely on the narration and the icon at the bottom showing barebones positioning, because that central strip of whatever it is adds nothing and is just an irritating lump of incomprehensibility in the middle of the ship-to-ship UI. IOW, maybe the problem was that it wasn't abstracted enough.
Alternatively, a proper tutorial explaining the system would have gone a long way to making it friendly. The first combat could have been forced, with a gradual introduction to the system.
Re. the ship-to-ship: setting aside the fact that it was a huge time-sink for them, I think in concept (storybook style abstracted ship-to-ship) it's good, but to me the thing they've kept through all the iterations that's really incomprehensible and annoying is the central vertical strip with the turns and arrows and shit.
I still haven't the foggiest clue what's going on there, it sort of glides off the brain. I think if whatever information they were trying to convey there - presumably about relative positioning, etc. - if that had been instantly readable, the ship-to-ship probably would have been fine, otherwise just leave it out and rely on the narration and the icon at the bottom showing barebones positioning, because that central strip of whatever it is adds nothing and is just an irritating lump of incomprehensibility in the middle of the ship-to-ship UI. IOW, maybe the problem was that it wasn't abstracted enough.
Alternatively, a proper tutorial explaining the system would have gone a long way to making it friendly. The first combat could have been forced, with a gradual introduction to the system.
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