The player just doesn't have to engage with the systems. "On the one hand you've got all these developers who are super-hardcore XCOM players, but then on the other hand I was 'if we don't make the game hard, a lot of the design systems don't engage.' If the player isn't put under pressure, then on the strategy layer a lot of things don't kick in. But it's pretty easy." And I started to get kinda worried. But very, very late in development all the team was playing the game and they were coming back saying "yeah. "I had been pushing the mantra for a long time that we need to make Normal or Veteran difficulty basically an 'I want to see the cinematics' mode, an 'I want to see the story' mode, and the player can get through it and it shouldn't be that difficult. "The difficulty's actually one of those things that can be traced to a particular conversation pretty late - very late, actually - in development," project lead Solomon revealed in an interview to be published in full tomorrow. "I made a mistake, I think, by calling the lowest difficulty Rookie". Solomon also felt that the presentation of the game's difficulty settings might be to blame for this frustration. "There were definitely moments of 'is this too much?' and how do we cater to people that maybe don't want that experience?" However, he acknowledged that some players might be struggling with the game as a result.
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