Principal Lead Combat Designer Georg Zoeller wrapped up the Summit with an intimate Q&A session with the few fansites that remained Tuesday afternoon. Our favorite reveals:
- Metrics are mostly used to follow up on player feedback, rather than as the starting ground for figuring things out.
- Metrics help figure out the right balance for difficulty. Devs look to see if players are challenged and learning, but “we’re not afraid of death as part of the game experience.” Continue reading »