... decisions guided by a series of mantras, the first of which is "easy to learn, difficult to master."
This is harder to do than to say. But here's a great tip:
"The first thing we always do is we design depth first and accessibility later," Pardo said. "And I think this is kind of unintuitive... We try to come up with [answers to] what are the really cool things, the things that are going to attract players to this game and get them to play the game for two to three years? Where's the depth coming from? And then we think about accessibility."
more to come...gotta go
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