How typical is it for someone to pitch a new feature or system mid-development and for it to get the green light? (Spoiler: It depends mostly on scope, timing, and whether the pitcher can build the thing she's pitching)
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Posts by Ask a Game Dev
What's your favorite "wake up" snack while you're crunching? (Spoiler: I don't really have one, I'm weird)
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How do you determine whether there's an upper limit for an in-game item or ability or whatever? (Spoiler: We use math to set up formulas for how strong things should be)
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I want to build my RPG with turn-based combat with quick battles not taking longer than 2-5 minutes. How do I make my combat not get old and rote? (Spoiler: Do some research! Research good/bad gameplay, write it all down, analyze your data to find trends)
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How would you approach design for an open world game to minimize the feel of new areas feeling like chores? (Spoiler: Acknowledgement in game of player choices is the key)
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Do recessions not hit fully priced AAA lifestyle games as hard? (Spoiler: Yes)
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What do you do if player feedback doesn't match your internal data? (Spoiler: We validate the situation as much as we can and we use that to make choices)
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Live service games (esp. mobile) often send out user surveys. Can they get identifying information from those? (Spoiler: Very yes)
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What kind of AAA game has the biggest gap between prototyping and full production? (Spoiler: The games that need enormous content - open world, MMO, etc.)
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What are some other "good enough is acceptable" features in AAA game design? (Spoiler: There's quite a few - voice acting, photo mode, crossplay, mini-games, etc.)
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Why aren't studios experimenting with more interesting UI? (Spoiler: AAA games need to find the line between enough information and overload. Also, UI doesn't sell games)
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How do you remake an old game if the original devs and assets aren't available any more? (Spoiler: We can reverse engineer it as long as we recognize what the original game makes us feel)
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Is a vertical slice more of a piece pulled from the final game or a completely separate thing? (Spoiler: It's more the former, it should be a representative experience of the end product)
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What happens to the documentation and assets for sunset/cancelled games? Is it lost forever? (Spoiler: It's archived and mostly lost unless somebody buys it)
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Have you ever felt like a game you worked on was going to hit it big? Have you been surprised by a better reception than expected for a game you worked on? (Spoiler: I have)
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Remember, patents must describe exactly how the invention works - that's how they can prove if somebody is in violation. As long as you can prove you aren't doing exactly as they have written in the patent, you're golden
Thus, if you bypass the ranks and faction altogether as the means of determining the NPC's strength and instead made it, say, a randomly determined set of contextual attributes (e.g. defeated by fire damage > becomes fire resistant) assigned after in-game events, it would not violate the patent
The nemesis system very specifically requires in-game events, multiple NPCs, and a faction system of NPCs by which there is an explicit rank involved for those NPCs. The system allows for the actions of players to cause those NPC ranks to change around and correlating with their in-game power
Patents protect inventions, which are a specific way or process to do something. As an example, the Nemesis system is patented by Warner Bros Games but has a very specific process by which it applies
If I wanted to make a "spiritual successor" to a game, how could I do it without legal trouble? (Spoiler: Characters, places, and story elements are copyrighted, not game mechanics. Keep the game mechanics, make up new characters, places, and story elements)
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What are the other devs doing while the game engine is being built? (Spoiler: Usually they're deciding rules for how the game will look and play - mostly concept art and prototyping)
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What are the easiest and hardest games to prototype? (Spoiler: Hardest tend to be real time animation-heavy systems. Easiest tend to be turn-based systems)
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What is your advice for an undergrad interested in game dev? (Spoiler: If you're interested in game dev, do some game dev)
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"Does this prototype convey what I think this system/feature/whatever should feel like?"
If yes, you're good
If no, what's missing? Add that to the prototype*
Repeat until the answer is yes.
*: If the "missing part" needed is high fidelity visuals and production values, you're probably in trouble
I'm thinking about building a turn based battle system. Should I build a prototype? Is it harder than prototyping a platformer? (Spoiler: Yes, it's easier in many ways than a platformer)
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I'm afraid of wasting years of my life making a game and it turning out not fun. How do I deal with this fear? (Spoiler: Build a prototype first. If it isn't fun as a prototype, it won't be fun when finished)
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Does having to work under NDA on new consoles make things hard? (Spoiler: Nah, we already work under NDA all the time so one more doesn't make much difference)
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Following yesterday's post, what do the executives and managers do when a studio is closed? (Spoiler: Managers get it just like the rank and file. Executives have to shut the whole thing down.)
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