Montag, 23. Oktober 2017

The long, hard, journey behind the design of Dead Cells’ player builds

deadcells_mech_1

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Dead Cells [official site].

When Dead Cells was first released in Steam Early Access in May this year, Sébastien Bénard was shocked to see how people played the game he’d spent the previous three years designing. “It was quickly a disappointment,” he tells me. They were not playing in the way he’d intended at all. They weren’t using the weapons in the game elegantly, shooting with the bow before finishing with a blade, or blocking with the shield and following up with the dagger. They were only using bows, killing everything, even bosses, from a safe range. They never put themselves in danger and they never made different decisions. They were playing Dead Cells efficiently, and completely wrong. (more…)



from Rock, Paper, Shotgun http://ift.tt/2i0IwT5
via IFTTT

Keine Kommentare:

Kommentar veröffentlichen