Thursday, October 14, 2010

Wolf Diary 11/20/06

Latest Wolf Diary is here. It's funny to look back and see that four years ago I was already becoming known for saying "no". 

Heh.

3 comments:

  1. I believe that knowing when to say "no" is a good quality to have in a producer. Some of the people I respect most in this industry "said no a lot."

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  2. Simply challenging the addition of features or content is often the first line of defense in assuring quality. If you can't convince me why X should be allowed to take up 200k of disc space, maybe it's not worth including in the game.

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  3. I think saying no is great. For starters, i dont think adding a ton of features is a good thing. I dont like a lot of features in games i play. i like simplicity. Some of the best games made are very simplistic, with the few features polished and working together beautifully. Take blizzard games (starcraft and diablo). You can play diablo with a mouse and button click (and click, and click, and click... ), and thats it. Call of Duty boils down to aiming and shooting, but its just well presented. Also, even games with a lot of features in (im thinking assassins creed, or even Grand Theft Auto) those features are essentially derived from a base set of core features, so once you know and learn the core, anything added is easy to understand (from a gamers perspective anyways).

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