Chapter 21 of Summoner Diary
11:55 AM | Toby Allen | Comment on this story
Summoner's Lead Designer Sandeep Shekar has posted a new diary update on PC.IGN. This entry discusses a very painful process that every game maker has to go through in the development of a game: cutting out game content to speed progress. Developers would often love to add many more features to their game to make it more realistc and more fun, but often due to factors such as money, complexity and limited time, they have to cut their feature list down to size.
Here is Shekar on the trimming process:
The challenge is to cut out parts of the game that the player will never notice are missing. Cutting out large subplots and areas is generally a better idea then to cut out little parts from all over the story. Cutting out an area also means you should cut out all references to those places as well. Another thing to be careful with when cutting is to make sure that the cuts don't dramatically change or break the flow of the game. Especially with an RPG, pacing is very important. You don't want to have large sections of dialogue immediately following each other, and you also don't want to force the player to go through hours and hours of combat gameplay without a good break in between. Having three boss fights in the first hour and then no boss fights for another eight hours is also a bad thing.Let's just hope he's not cutting too much out! Summoner is a Mac, PC and Playstation 2 RPG that should be released around the first quarter of 2001.
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