Jump to content
WoW Guild Rankings
Melde dich an, um diesem Inhalt zu folgen  

Blizzard Arena Opens, Tweets, Heroes - Junkrat and Hallow's End, DLC #601

Empfohlene Beiträge

d3.pngSeason 11 Ends Oct 20th, Season 12 Starts November 9th

hearthstoneIcon.pngThe Everlasting Gobstopper Card Design Competition

Blizzard Arena in Los Angeles
Blizzard's new arena opened this weekend for the Overwatch Contenders Season One Playoffs!

BlizzardArenaLosAngelesConcessions.jpg BlizzardArenaLosAngelesControlRoom.jpg BlizzardArenaLosAngelesGuestLounge1.jpg
BlizzardArenaLosAngelesGuestLounge2.jpg BlizzardArenaLosAngelesHallofChampions.j BlizzardArenaLosAngelesLobby1.jpg
BlizzardArenaLosAngelesLobby2.jpg BlizzardArenaLosAngelesSeating.jpg BlizzardArenaLosAngelesStage.jpg

Game Developer Tweets
Originally Posted by MMO-Champion
From your answer about mistakes new game designers make you mentioned “Not recognizing that they have reached a point of diminishing returns.” Can you explain what that means?
As a developer, there are a limited number of hours in the work week (even if you willingly work extra hours, which a lot of Rioters do). If you are spending your time on problem X, then you aren’t spending your time on problem Y.

If you get problem X to a solution that you would grade as an 85% in a day, and it takes you another day to get it to 90%, then you’re only improving it by 5% a day compared to your original output of 85% a day. That’s the diminishing returns part. Your efficiency drops to the floor, particularly compared to other projects you could be working on.

Now I’m not advocating shipping crappy, half-baked, or phoned-in designs. But in this business hitting 100% is almost never realistic, and the cost of hitting 100% isn’t worth it when you consider the opportunity cost of what you’re not doing in the same window. You have probably heard the phrase “The enemy of good is perfect.”

Junior designers mismanage this all the time. They get so excited about their project that they don’t want to live within any constraints. They are completely focused on how awesome their project is and lose sight of the cost of that project (in terms of their time).

I once spent several days setting up a battle between two NPCs that was just background action for players to make it feel like a battle was raging all around them. It looked really cool, but it took a long time to set up. If this was the climax of a big moment, then maybe that expenditure was worth it. Or maybe I should have spent that time to set up two different battles that would have more impact on players in the long run.

Another way this manifests is when a junior designer spends too much time trying to save a flawed concept rather than recognizing that it probably can’t be saved without weeks of work and that they would be better off to consider alternative concepts. (Source)

hotsIcon.pngHeroes of the Storm - Junkrat, Hallow’s End, and More!
This week we got a preview of Junkrat, the Hallow's End event, and other things in development.

FinalBossTV - Episode #153: Mythic Dungeon Invitational
Check out FinalBossTV on Sunday for the Mythic Dungeon Invitational episode!


Dark Legacy Comics #601 - Play to Whine
DLC #601 has been released!


View the full article

Diesen Beitrag teilen

Link zum Beitrag
Auf anderen Seiten teilen

Erstelle ein Benutzerkonto oder melde dich an, um zu kommentieren

Du musst ein Benutzerkonto haben, um einen Kommentar verfassen zu können

Benutzerkonto erstellen

Neues Benutzerkonto für unsere Community erstellen. Es ist einfach!

Neues Benutzerkonto erstellen


Du hast bereits ein Benutzerkonto? Melde dich hier an.

Jetzt anmelden

Melde dich an, um diesem Inhalt zu folgen