David7204 wrote...
So err...what exactly does 'fidelity' mean in a level design context?
It's not level design. It's the level of fidelity to your testing models and plans.
Prior to moving to Production (going Gold, as it were for video game design), you obviously have a test plan that has many goals to hit, ranging from interface appearance to sanity checks to working out bugs. When crunch time for a game happens, this is usually the things that get crammed in at the end - things have been designed and they now have to spend every waking moment of life making sure they work as they were intended. Its a nearly endless list of checkboxes to make sure things work and fix them.
Oftentimes, you can't check all the boxes - not because they truly don't work, but simply because you didn't have time to fully test them. Other times, you have identified bugs, but they have been deemed so rare and unpredictable that fixing them would push back the schedule and other items have more priority.
For even one area of the project (John works in the cinematic design area) to be showing the same levels of fidelity - meaning they have tested and are seeing what they expect to see - as a completely finished and shipped product - DA2 - is very good. Very good indeed.
The word "fine tooth comb" comes to mind, but, again, that's just one developer from one department. So cinematic design could be locked down and ready to go while combat design is stuck in development hell. But all in all, definitely not a BAD thing. By any stretch.
Modifié par Fast Jimmy, 11 décembre 2013 - 02:18 .