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Manveer Heir Jan 11
Not spend years trying to make 1000s of procedural planet tech that doesn't account for how to make that shit fun. Do less planets and hand build them (WHICH IS BASIcALLY WHAT HAPPENED but by the time we cut from 1000s to 100s to 20 to 7 planets it was too late to do anything)
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Manveer Heir
The project lead (who was then later fired because he was a massive waste of space and also misogynist as fuck) said "we should be able to point at a star in the sky and go there and have fun on that planet" and myself and the gameplay team said "but how do you make that fun"
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Zyke Jan 11
Replying to @KingCurryThundr
the answer: hand craft that planet.
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JapongNet Jan 11
Replying to @KingCurryThundr
I feel like the No Man's Sky team has spent the past two years trying to figure that one out.
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Conrad James Jan 11
Replying to @KingCurryThundr
Do some of these people, who clearly don't think through their own ideas, get into their positions by ass-kissing? I can't imagine that anyone who seriously knows what's entailed in that sort of idea should get to that high of a position...
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F1agg Σagl3t0n 🇺🇸🦅 Jan 11
Replying to @KingCurryThundr
Thanks! You kinda confirmed my suspicion.
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Manveer Heir Jan 11
Replying to @KingCurryThundr
This went on for years & the level team struggled (not their fault, they were handed an impossible problem). Then game reviews come out-turns out the gameplay team was right in its assertion that this was a bad idea, but yanno that decision had been made 2-3 years prior
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Manveer Heir Jan 11
Replying to @conradmathboi
I couldn't tell you because I don't ass kiss, as you can tell from this account, and that probably stunted my upward mobility at BioWare because they couldn't control my mouth and how I talk
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Manveer Heir Jan 11
Replying to @JapongNet
CORRECT
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Manveer Heir Jan 11
Replying to @ZykeZero
LITERALLY WHAT I SAID WORD FOR WORD IN A MEETING
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Zyke Jan 11
Replying to @KingCurryThundr
He was just making a different game. He didn't understand ME's core value - deliberate and orchestrated story. From what you said, he was making a space / shooter / dungeon crawler. ME's pedigree is narrative you don't get powerful narrative moments with random its incompatible.
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Ennui Go Jan 11
Replying to @KingCurryThundr
This is a good reason why I think being a good designer/project head means being ambitious but also having some sense of reality.
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Jane Ng Jan 11
Replying to @KingCurryThundr
After working on Spore, I basically shudder whenever a gamedev excitedly say the word "procedural". Not saying procedural things can't be fun, it just isn't inherent at all to "procedural" anything
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Aura✨Moom Jan 11
Replying to @thatJaneNg
oh my gosh, extremely this so many ppl think procgen is the key to infinite content but teaching a computer to make satisfying gameplay? actually INCREDIBLY HARD
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Jane Ng Jan 11
Replying to @MOOMANiBE
infinite procgen turd is just a fuck ton of turd
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Aura✨Moom Jan 11
Replying to @thatJaneNg
YUPPPPP
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Megan Fox Jan 11
Replying to @MOOMANiBE @thatJaneNg
After having done a proc-gen game that struggled mightily due to the genre requiring careful encounter/level design to be fun, I would also like to undersign this procgen = turd memo
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Gillian de Nooijer Jan 11
Replying to @thatJaneNg
Ooof, I remember pointing this out soooo many times during the No Man's Sky trailer hype. 'yes yes it looks cool, but don't expect any miracles from proc gen'. And then those lads got this whole shitstorm over them from things people should never have expected them to deliver. 😕
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Manveer Heir Jan 11
Replying to @thatJaneNg @MOOMANiBE
I literally said something like this during MEA "So we are gonna have 1000 shitty planets instead of 10 good ones. Is there any difference between 10 shitty planets and 1000? Because if there isn't, then we can just hand build shitty ones"
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Manveer Heir Jan 11
Replying to @MOOMANiBE @thatJaneNg
shit we can't even teach most PEOPLE to make satifying gameplay. Think about how many games are released with weak/poor gameplay loops
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