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Originally Posted by Gamasutra I think a lot of games are -- I don't want to say "guilty of it", but they're not so good at picking what their limitations are. I think people get inspired and just go crazy...
EJ: I've certainly been guilty of doing that exact thing, in a variety of situations. It's something that, I think, as a developer, you learn more from your mistakes than you do successes.
So, as the lead designer, and as someone who's at the top of helping to shape the product, it's very important to me that we definitely explore those things, and look for the ones that are important enough to include. But at the end of the day, we need to bring that down to a very focused, very specific set of executed features.
The customization system is something we have to execute on well; the action game has to be done well. I mean, everyone thinks that you can release these types of online games, and, "Oh, it can be okay, because it's online, it's multiplayer, so it doesn't have to be as good as a single player experience." And we realize that there are trade-offs, but we want it to be the best it can be, and so it's all about execution at this point, for us.
It's why we just now started to talk about the game. We don't want to put it out there and let people see it until we feel like it's ready to be there. |