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So many games have that question baked into their core. Playtesting is crucial at this point. That’s interesting and new gameplay for Among Us” There were plenty more features and mechanics the team considered adding. Make the gameplay satisfying Helping a player experience their fantasy is only half of the work.
We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. What are the common technical pitfalls to avoid with regard to font choices, text string composition (especially regarding item names), baked-in text, etc? Organization.
The only examples of F2P shooters at scale were Korean (Crossfire) and Chinese (Assault Fire/Ni-Zhan), both focused on pay-to-win mechanics. When CoDO development started, there was barely any successful 3D free-to-play shooter in the west and free-to-play design as a whole was fairly unexplored outside of Facebook games.
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