They might even want to use that as a chance to try out some new technology or something. It’s very useful data and there’s nothing wrong with using that to help balance the console versions.Īnother example is, and I’m a big FPS fan, is it really irks me that a headshot is an automatic kill, so if I was talking to the development team of an FPS I’d say ‘Don’t make characters die unless it’s a vital area’, and they would probably be interested and understand why I say that. Once the core gameplay is there, what kind of modes do we put in there for more novice players, what kind of characters do we want to add or maybe balance existing players so it’s easier to play for a certain group, so it all spreads downwards from that core base. That’s what we base the framework on in the kind of top of the pyramid of game structure but as far as light users are concerned, we go about that differently. They usually know what they’re doing with regards to Tekken so it’s good to know when this character faces this character this many times, this is the kind of outcome we can expect. KH: Yes we do use the arcade data as a reference a lot of times but we don’t see it as a problem because it’s a good reference point and it’s empirical that when you have hardcore gamers in the arcade, you’re not going to get somebody’s grandmother playing it against a tournament level player (laughs).
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