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Interesting approachability / accessibility UX here. The final boss fight is a conversation, and the ultimate weapon is. Planescape Torment's final boss fight conversation works because the god stuff is a metaphor for the protagonist's personal arc -- the final boss isn't god! philosophy and logic!! Take that, god!
It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. It's not uncommon to walk between towns and fight like 6 different packs of wolves. Expendable companions. Lots of height variation and clutter = broken pathfinding. Money sink.
A true masterpiece of an ad rivaling launch trailers from AAA games. Unlike with Sniper games, you could move and you were actually fighting other players. The high production values are not enough to cover the poor UX. In addition to IP integrations we also saw 4X games release outstanding creatives.
In live ops, these review processes are well-defined: systems and economy design, merchandising, UX, data analysis, and sprint planning for features that drive KPI improvements, better player segmentation, and improved UA funnels are the foundation of F2P mobile product success. was about honesty of purpose, Zootopia was about coexistence.
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