Well, I know that you guys iterate and iterate and iterate, I guess I'm just disheartened by the fact that you're not saying, "This is how we'll play the game at release." Then somebody else comes up with a new idea, or new banter, or something new, then you do some more work. "Okay, this is how we'll play the game." Of course, what I know about video game management timetables you can fit onto a pin head.
Which kind'a leads into my final statement of, we do have another year. I mean, what you, as a company, have produced so far is amazing. I don't care if it involves black magic, just keep on churning out the great games.
There isn't really a way to tell what comes down the road which ends up making it a better experience. The framework is there. The structure we want to go with is more or less there.
What I've played through before my vacation is the "proper" way, as in I started a new game and performed the fundamental steps that any player would when the game is done.
Don't get me wrong, it is not ready for public consumption, but it's functional and gives us a good idea of what we're making in context of all the other stuff people are making for the project. It is nice to take a step back from doing my mission work and see how all the parts everyone else is working on are coming together, and how my own work fits in.
It's a really good process, and it has many benefits, such as allowing adjustments along the way and making things better.





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