EDGE

Contractio­n pack

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How times have changed. It used to be the case that creators, and creators alone, defined the direction a series would take. Super Mario World’s design had nothing to do with what players thought of Super Mario Bros III, for instance, yet nowadays it is a rare thing indeed for developers and publishers to entirely ignore what their fanbase thinks.

Perhaps because it is impossible. The lines of communicat­ion between creators and players have never been so open, so widely used, and so frequently abused. When Codemaster­s set out to make Grid: Autosport (p114), the negativity from its hardened playerbase could have filled an entire design document. The result is that, unusually for a sequel, things have been stripped right back. There are no headline-grabbing new modes or features; gone is the garage, the player’s collection of cars, and the well-meaning, if ultimately pointless, narrative. Even

s luxurious menu system has been pared back. It’s a thoroughly atypical approach to a sequel, but it works.

At first glance, Ultra Street Fighter IV (p104) is more traditiona­l. It has five new characters, half-a-dozen new stages, some new modes and a couple of additions to the battle system that have a drastic effect on the way the game is played at a high level. Yet this, too, would have looked quite different had it not been made in consultati­on with its players. So important was fan feedback to Ultra’s developmen­t that the community manager hired to collate it ended up playing a key role in the game’s creation.

It’s not a guarantee of success. And nor should it be: there’s something to be said for authorial control at a time when there is always someone prepared to tell you why your game is the worst ever. But clearly there’s a future in making games with your community rather than by committee.

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