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in my experiencewar storieshow things workgta 6pricingresource allocationvisual fidelityaaa gamesopportunity costpreproductiongame productioncut contentthe business of video gamestarget audience

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Tumblr iconTumblrSep 25, 2026

Tell us a story, Dev… :c

Sure. I'll tell you about a very important lesson I learned years ago. Once upon a time, I was working on a mature (read: years-old) MMOG - one that had a solid audience and was profitable. It paid the bills, kept on going, and allowed us to build cool stuff for the players who enjoyed it very much. It's still running

Tumblr iconTumblrSep 29, 2026

What are your thoughts on the more expensive price point of GTAVI? Do you think more studios will be pushing for that as well, and do you think the work involved nowadays allows i...

I think that many publishers are watching this winter's sales numbers with great interest. Nobody wants to be the first out of the gate with price increases, but GTA likely has the best chance of succeeding with a price increase. If GTA is as successful as people believe, I think that, like most cases in this situation

Tumblr iconTumblrOct 1, 2026

I’ve noticed a trend in a lot of modern games that there seems to be a lower attention to certain types of mechanical detail, and was wondering if there is any spesific reason for...

Really, the answer here is scope. Now that the character models have fingers, toes, ears, physics-driven hair, muscle deformation, cloth simulation, and a never-ending series of fidelity improvements, we now need artists, animators, and engineers to build systems and assets for all of that fidelity. Not too long ago, I

Tumblr iconTumblrSep 28, 2026

After playing the new hotness (fortunes weave) I ended up wondering about what teams have to do during a significant shift in scope. During development, they ended up droping the r...

Here's the thing about game development - we plan for modularity (meaning that it should be possible to make each major part independently and at the same time as the other major parts). For example, consider the kind of technology and tooling that we would need to build one route in a game like Fire Emblem Fortune's W

Tumblr iconTumblrSep 24, 2026

Is the RAMageddon materially effecting game dev at the moment? Are current specs going to be targeted for longer? And I know future consoles are under broad NDAs, but hypotheticall...

The price of game hardware is absolutely affecting game dev. The vast majority of games are developed with target performance bands in mind: High end, where the game is performant with all of the bells and whistles turned on Mid-spec, where the game is performant with default settings Low end, where the game is only pe

Tumblr iconTumblrSep 7, 2026

Could you go more in depth with the pre-production phase? What usually occurs during this period, and is it just an amalgamation of separate prototypes, or more organized than tha...

It's better to take a step back and look at where a game idea is before we enter preproduction and then where it is once we finish preproduction. Before we enter preproduction, the project is in the Concept phase where we try to figure out what the game is going to be. This might be a specific theme and story that the

Tumblr iconTumblrSep 14, 2026

I understand how they deffer from the players perspective, but from a developer perspective whats the difference between an open and closed beta? Are there different feedback uses/...

Our internal goals of closed and open beta are different, mostly due to the logistics involved. Closed beta is primarily about gathering feedback from testers and fine-tuning the player experience. Open beta is about primarily about stress-testing our systems to make sure they can hold up under load. Closed beta is whe

Tumblr iconTumblrSep 11, 2026

I see the Ocarina of Time remake and immediately think about Unreal Engine. It’s clear that Nintendo put a lot of effort into their own engine, but the fact that it looks so simil...

It doesn't actually have that much to do with Unreal Engine itself so much as it is more about how many games have a certain similar "look" that is characterized by realistic lighting, lower color saturation, and detailed texturing and materials on the 3D models. The reason that we associate it with Unreal Engine is be

Tumblr iconTumblrSep 4, 2026

You’ve mentioned that for live service games, the team has content they’re working on for the next 2-3 patches/months. So suppose the game launched and the next 2 patches that were...

It doesn't (or at least shouldn't ) work like that. That would basically mean we were asleep at the wheel for roughly six months of live service (launch + 3 months for patch 1 + 3 months for patch 2). Let's get into it a bit more. Whenever a content update goes live (including launch), everything behind it in the pipe

Tumblr iconTumblrSep 21, 2026

Follow-up on the abondonware issue. You are working on some long running live service game that still is popular and generating revenue, so the company wants to keep it running. Ho...

This is essentially what governments do to keep their own internal programs running. Have you ever wondered why government agencies often run ancient computers? It's not because they can't buy new stuff, it's because government services are essentially all live services that cannot stop and their continued operation re

Tumblr iconTumblrSep 10, 2026

In Chess, and in many games, there is a first move advantage, where the player who goes first is more likely to win. Some games, like Price is Right, have a last move advantage. Wh...

Most RPGs are single player or cooperative, so competition isn't really a thing. Competitive RPG games tend to be MMOGs, in which case the player's capacity for burst damage tends to matter more than anything else (and everything tends to run in real time in MMOGs, not a lot of turn-based MMOs). Competitive turn-based

Tumblr iconTumblrSep 8, 2026

How do you go about designing coop challenges that don’t just feel like “A must hold switch to let B through door” or “this monster pins you until another player saves you” but sti...

Let's take it back to first principles. Consider the [ information channels ] we have to convey information to players, such as: Visual cues Audio cues Peripheral vision cues Haptic/Rumble cues These channels are how we pass information about the game state to the player. In co-op design space, we can take advantage of

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