DE­SIGN CHAL­LENGES

How to please all of the peo­ple all of the time

EDGE - - KNOWLEDGE -

De­vel­op­ers are still work­ing out the best way to make games that sat­isfy broad­cast­ers, view­ers and play­ers. Clar­ity is one is­sue. “We went from first­per­son to third­per­son be­cause it was eas­ier to see what’s go­ing on,” Si­vak says. “A viewer com­ing in, not nec­es­sar­ily at the start of a ses­sion, needs to know con­text very quickly.” An­other is­sue is that the three groups don’t nec­es­sar­ily en­joy the same things. Stream­line tries to ad­dress that with time-lim­ited rule changes, to of­fer nov­elty to view­ers with­out an­noy­ing play­ers. One change, Crab­core, forces play­ers to only move by straf­ing left and right and to an­i­mate like a crab.

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