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Got around to reading some of the BotW CEDEC articles. Interesting fact -
4gamer.net/games/341/G034…
It was apparently a great way for multiple devs to bounce ideas off of each other in regards to the task.
From a field design standpoint they discuss the "Triangle Rule".
FYI - I found all these summaries here.JP net notes that devs were in awe, "only NCL knows how to really make games" blog.esuteru.com/archives/20018…
From IGN Japan on debugging. One guy foresaw that the game would be too complex to leave debugging till the end, jp.ign.com/cedec-2017/169…
so he had the foresight to champion for new practices - proactively fix bugs blocking programmers and bugs specifically requested for fixing
Also to implement a tool for easy bug reports, merging the tools for managing bugs with tasks, and implementing a system in the game for
bug finding called #ZELDA_ERROR
Going back to the first article - I skipped over summarizing the first half because the latter half was more interesting to me...
but since the thread has blown up it would be of merit to go back and cover that part as well...
The beginning of the presentation discusses what specific changes they made in order to make the game more enjoyable.
towers throughout the map, and place game events in between, but they found that approach didn't feel appealing to players.
They realized they could solve these problems with the concept they called "gravity"
The objective order changes depending on how the player likes to play-if they're aggressive, they'll go after enemy camps to get better gear
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