Unfortunately, online game development doesn't end when the game ships.  Minn apologized to the team for positioning the game going live as the finish  line, even though Marvel consumer events like the Thor, X-Men, and Captain  America movies had marketing tie-in commitments for the team for months  afterward. While the rush to hit the movie release dates resulted in some  critical bugs making it into the game, Robar and Minn said the post-launch  support of the game was a success.
"We really actually had a Monday through Friday shop, all the way through  launch."--Robar, proudly touting the work-life balance achieved during Super  Hero Squad Online development to the applause of the audience. "Trust your  feelings. When Luke turned off the nav computer, management was worried."--Minn,  drawing design lessons from the Star Wars trench run scene and cautioning  against overreliance on metrics.
The Amazing Society had to scale back a number of features (including a  number of playable heroes, microtransactions, and a collectible card game) in  order to make their ship date, but a streamlined development process that took  time to keep everyone on the team (and at Marvel) abreast of the latest  developments helped the studio meet its goal of going live in two years.
On the face of it, the new game Dark Souls seems to have an approach to  online gaming that for many will seem limited, dated and maybe even a little  backward thinking.Those young gamers who have been weaned on the online  offerings of both the PlayStation 3 and Xbox 360 have been collectively balking  at what Dark Souls is offering.
 
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