วันพฤหัสบดีที่ 13 ตุลาคม พ.ศ. 2554

Online GDC 2011: Riot Games design director Tom Cadwell share stories of bad decisions made for online play and freemium lines of thought that led to them.

Who was there

"Designers are also human beings -. Causes of poor design decisions "Riot Games design director Tom Cadwell gave a lecture entitled

League of Legends is not perfect.

you talk

: Cadwell began by explaining that the poor design decisions can come from great designers as much or more, of the poor. We have identified some of the reasons talented designers to make serious errors. On the one hand, a developer has put in place processes can interfere with good decision-making. Simplify the moment, Cadwell said, no matter how good the developers are telling them to make a game AAA in a day is not going to happen.

Second, designers can be influenced by social or emotional motivations of their lives, and prevents his skills as a designer. Finally, designers take unnecessary restrictions that can convince a compromise is necessary, when in fact, a different approach to circumvent the rigid constraint assumed.

How

specific Cadwell told the story of a character named Agüero, which was planned, but never included in the game. Agüero was a creature on all fours as evil was not large, but very few people in the team thought it was really a bad design. There were some reasons that did not. It was not clear in the design, if it were a character from a distance or a melee character. There was also some overlap with the drawings of Legends League of heroes, and about half of development, the team realized that I was not improving. Aguero was eventually abandoned in favor of Riven.

The real problem with the prophecy was that the administration did not inform the team how important it was to do all that exciting. It was not clear what the standard of "good enough" was, and it does not really enforce the law and say "no." The problem is that it was difficult for people on the team that was a bad sign if necessary to riot that people can say it was not good enough. I should have done was to ask the decision-making in the computer if this character would be 10, Cadwell said. And no one thought he would.

Cadwell told The next problem was "The Great awareness," which refers to a problem with the iteration. The Grand disclose what happens when developers are an artist or designer to see what works and get an answer ". Oh, it's not quite ready yet" The problem is that the iteration early is important, and this process removes useful information that could keep things under control. Although the situation was somewhat different, in League of Legends, Cadwell has re Tryndamere and Kayle were delayed because there was not enough play against the clock to the team for information about them.

The solution is to treat the first crack in the blue as a "shitty first draft," said Cadwell. If expectations are low, there is very little downside for people to see the product and provide feedback to valuable time. In addition, Cadwell said it is important not to let people hide their progress and ensure that the peer review at the beginning has no negative impact by making a tolerant crop in the study.

Cadwell next trap was "too awesome to cut", which is usually when the team members have the idea that love (like a shark with a laser beam on the head) and try to adjust the game through the back to fit. When developers get excited about something, Cadwell said to invest emotion and lose objectivity about it. In addition, when the whole team is excited about it (because enthusiasm is contagious), nobody wants to be Buzzkill to tell everyone that this is a bad idea.


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