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Build for hardcore first, says Blizzard Comments by Oli Welsh

1 July, 2009

Pardo argues accessibility can come later.

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Comments: 1-12 of 12 in total

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Canyarion
01/07/09 @ 13:42
#1
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Sounds like it makes a lot of sense.

But please Blizzard, just hurry up...
lolife.se
01/07/09 @ 13:49
#2
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Sort of like porn, then.
EarlBassett
01/07/09 @ 15:29
#3
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Yes I know EG, I read it in the interview.
Canyarion
01/07/09 @ 16:09
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@EarlBasset
This was out a few hours before the interview was posted. But you're right, it's not very useful.
Rack
01/07/09 @ 19:05
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Oh wow. Just goes to show what kind of cack headed idiocy can be obviated by protracted development. Great game design demands that minimising excess complexity be built into the very foundation of the game. If you throw rules in at random and try and sort through the mess later it will take an inordinate amount of time to make anything even partway competent.
Shinji [mod]
01/07/09 @ 20:21
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That's almost exactly the same argument that Pardo was making, Rack. He was talking about creating tight, clear gameplay systems with huge depth from the outset, and polishing them and getting them right before adding on the extra fripperies and design-candy that boosts the experience for players who are less concerned about depth.
Darkjinxter
01/07/09 @ 22:29
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"It's easier to design for more casual players"
It's a damn sight easier to state the bleeding obvious on gamers websites though, which is why I'm still in a non-job, making a few bob for talking shit.
Red Moose
01/07/09 @ 23:54
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@lolife.se: damn you!!!!
Rack
02/07/09 @ 06:55
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Hmm, that wasn't really clear from what he said, it really sounds like they threw in rules to try and make a deep experience, and then stripped out unnecessary fluff and tried to refine it until it would make sense. That's pretty much exactly what they did with WoW after all, but I thought that was more to do with using Everquest as a template.
Mox
02/07/09 @ 07:09
#10
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I believe it was Dogbert who once said "Be wary of advice from successful people, for they do not desire company."
butler`
02/07/09 @ 10:56
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This article should be emailed to all lead designers the world over.
actionfitz
02/07/09 @ 13:09
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aye, makes me think of how Call of Duty World at War shipped with the already excellent Multiplayer system of COD4 and then reskinned it for WW2 and made single player content.
With the Xbox live play already tested and immediately familiar to fans it was almost a sure thing for success.
He talks sense.

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