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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. If we know from playtesting that players generally really enjoy specific features, but we see from analytics that players aren’t engaging with them, perhaps it’s a good idea to make them more accessible in our next game.
What are the common technical pitfalls to avoid with regard to font choices, text string composition (especially regarding item names), baked-in text, etc? Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance. Organization. Championing the vision.
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 game designer through simple tooling vs. baked in-experiences on custom maps.
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