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NetDevil's Brown On Balancing|wow gold

NetDevil's Brown On Balancing|wow gold

NetDevil's Brown On Balancing|wow gold

Q&A: NetDevil's Brown On Balancing Difficult MMO Design
NetDevil's PC MMO Jumpgate: Evolution is an interesting title -- a fairly ambitious wow gold wow gold action-based space combat and trading MMO title in the hands of only a 13-person team.

Moreover, it's being developed by the Colorado-based wow gold wow gold company behind the upcoming Lego Universe, which is also part of online game publisher and developer Gazillion Entertainment.

Jumpgate: Evolution will debut commercially this summer, and is published by Codemasters. But what are the wow gold wow gold best approaches for a title like this? The MMO market is challenging enough -- even big chancers like Age of Conan and Warhammer Online are closing servers, and the audience is becoming increasingly picky and jaded.

It has to be a worrisome space to be entering. However, this title is an update of a still-running MMO that debuted in 2001, and is in a genre (space combat) which is relatively under-represented in MMOs.

Therefore, Gamasutra sat down with NetDevil president Scott wow gold wow power leveling Brown for a demo of the title, and discussed the team's design processes, the need for accessibility and solo play, its attitude towards player-vs-player play, and the necessity of a beta process as a proving ground for the game's core ideas.

There's a three monitor setup here that no one who's reading this on the site can see. It's ridiculous.

Scott Brown: Everyone says that! And you know, we've always had it as sort wow gold cheap wow gold of a demo machine, but I've never really played it. But now that we've been here demoing it so much, I've been playing wow gold cheap wow gold on it so much. And then I was playing it on the laptop and, you lose that peripheral [vision] and it's like, "Wow, what a difference!" So yeah, it's... yeah, this is real tempting. [laughter] It's awesome.

And we support kinda all the stuff for the sim people. Joysticks, gamepads. Have you ever seen TrackIR? That's a really cool technology. Where you basically wear it on your head and they have a sensor and as you look with your head the camera pans. We support that. It's really cool.

You are making a game that's -- I don't want to say niche -- but it's a focused wow gold buy wow gold game. How do you make decisions on what you need to support, and what's worth your time?

SB: Don't tell the marketing people that are behind us, but we just do what we think is really fun. [laughter]

It's definitely an interesting question, because ultimately game development is a series of compromises.

SB: It is. It is. You can't have everything, right? And so, yeah, I mean, you're absolutely right but how we do it is myyqqm1030 if we think it adds real value to the game -- and to be honest it's mostly like, it takes someone on the team being like, "I want to have that when I play" and then they add it for themselves in essence.







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