Frazier said the team took it a step further, digging up old reviews and FAQs to read contemporary assessments about the flight simulator genre.įrazier noted that the flight simulator genre had fallen out of favor in the commercial games market because their increasing complexity didn't appeal to as large an audience. The goal was to honestly assess what worked (and didn't work) about these old titles. Frazier and his colleagues raided the archives for copies of the different Star Wars space sims from the '90s, rigged up some old joysticks, and had team members play them.Ī key part of this effort was making sure that players both new and old, Star Wars fans and Star Wars fair-weather-fans, took a shot at these old games. Aphra-level archaeologyįrazier's talk began with some familiar patter about how the Squadrons team comprised of so many Star Wars fans (game developers, being fans of Star Wars? You don't say).īut that fandom came paired with development strategy. Here's some highlights that exemplified what the game did so well. This wasn't just a look inside a successful Star Wars game, it also contained steps to consider when reviving classic genres.įrazier's full talk tackled everything from snubfighter design to best practices for focus testing. That made creative director Ian Frazier's GDC 2022 postmortem of the game's development all the more interesting. It's been such a long time since such games were mainstream that making a game like Squadrons might be considered an effort at genre revival.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |