![]() Where the rest of the game industry plans and prototypes the core mechanics of new titles, Stardock very obviously subscribes to a school of thought that revolves around some sort of agile design philosophy. Fundamental and sweeping changes of core mechanics in the last two beta cycles and even as recent as the day-0 patches are a dead give-away that Elemental's core gameplay was most likely not planned. The erratic and frantic nature of the last few patches make this clear. Fundamental and sweeping changes of core mechanics in the last two beta cycles and even as recent as the day-0 patches are a dead give-away that Elemental's core gameplay was There are moments of fun to be had here, but it's clear Elemental was developed without any sort of formal design methodology or prototyping. ![]() There are moments of fun to be had here, but it's clear Elemental was developed without any sort of formal design methodology or prototyping.
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