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The game utilizes dedicated servers to handle real-time interactions, player movements, and voice chat across multiple virtual worlds. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. What worked?
System The system design of the game and the in-game stats balance demonstrate Devsisters’ high standards. The consistency in design logic and gameplay integrating multiple systems show players the wit and excellence in gamedesign choices. The metrics and stats balancing in the game work well!
You can choose to observe them while playing or elicit their feedback after the game has ended. Though your game does not necessarily have to be great before starting blind play-testing, it needs to have a few workable strategic angles. I tend to break this definition down even further.
Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about gamedesign, suggesting directions for design exploration and expanding our palette of analytical tools and techniques. Modeling depth may help us better understand how to think about these things.
Pre-production lays the foundation for artistic direction, ensuring that all visual elements align with the games mechanics, worldbuilding, and narrative. This stage involves close collaboration between gamedesigners, art directors, and concept artists. LOD optimization to balance quality and performance.
Welcome to My Elephant in the Room: An Old World Design Postmortem. Here are the games that I’ve worked on. Spoiler alert: Civilization 3 and 4 are going to come up a lot in the presentation… I also do a podcast where I interview gamedesigners about why they make games, so check it out if you have time for 4-hour interviews.
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge. It would feel terrible.
In an attempt to make content more scalable, PVE design borrowed a page from PVP and the team built new PVE modes as rule-sets that could be applied to any map by a gamedesigner through simple tooling vs. baked in-experiences on custom maps.
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