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It forced them to reassess their development approach and switch to a steam playtesting model, allowing more players to access the game. In an era where large studios often release glitch-ridden, half-baked games only to spend months patching them up, these developers offers a refreshing contrast.
So many games have that question baked into their core. Playtesting is crucial at this point. Not only does it help your team manage the workload, but it means you can roll out more content to keep your players engaged later. Make the gameplay satisfying Helping a player experience their fantasy is only half of the work.
How should I space out my content to create the pacing I want? What are the common technical pitfalls to avoid with regard to font choices, text string composition (especially regarding item names), baked-in text, etc? How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox?
The first question around non-PVP content (single player campaign, Zombies) was resourcing: non-PVP content required the most development heads and was the least retentive in the long term, since players tended to not return after completing it.
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