Guild Software's John Bergman Discusses Vendetta Online
6:00 AM | Cord Kruse | Comment on this story
NCFC recently posted an interview with Guild Software's John Bergman. The Q&A covers a variety of topics including Vendetta Online, game design, and suggestions for those seeking to begin a career as a game designer.
Question 11: How do you go about creating fun gameplay and levels that compliment it well, and how do you know when you've successfully done that? Visit the site below to read the full interview.
NCFC: John Bergman Interview
Bergman: Well, "Fun" can be difficult to define, as different people find appeal in different ways. Our own game tries to balance various playstyles and perspectives. We're one of the few MMOs that still pushes completely non-consensual PvP combat, but we still try to keep it in balance with other, more peacable playstyles. However, I still get angsty emails from people who don't like PvP, or who *only* like PvP; you can't please all of the people, all of the time.
Anyway, more specifically, keeping a fresh perspective is good when testing any new gameplay you make. Making gameplay is like anything else. Like writing a song, or painting a picture. After staring at something for 8 or 10 hours, or worse, months on end, you really lose perspective on whether it's any good or not, and it becomes a lot more difficult to pick out the flaws. A fresh perspective is useful in this case. Bigger companies use professional game testers to come in and give them a sort of "focus group" response, and that's probably very helpful. I read somewhere about the intense testing/tweaking process that one of the recent Halo games went through, with the every-movement and action of all their testers being recorded for intensive analysis.. "Why are most of them getting hung up here?" or "Why are they getting confused about what to do next over there?", etc. This is easier to define a linear FPS, but the principles are all the same.
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