
A game studio behind Apex Legends and Titanfall.
Gcreator of Game Maker's Toolkit testShould Designers Listen to Negative Feedback?
Gcreator of Game Maker's Toolkit testFinding the Fun in FPS CampaignsRespawn, maker of Apex Legends and Titanfall, shows up here for two design choices. Designer David Bocek argues for bold changes even when some players object, since nothing interesting ships otherwise. In Titanfall 2's Effect and Cause level, a time machine mechanic is removed before it gets stale. The sources give no numbers. Lesson: build around core skills, then cut early.
From Titanfall 2, Effect and Cause level
Respawn built a mechanic in Titanfall 2, then removed it before it got stale. In the Effect and Cause level you swap between a clean past and a ruined present. In combat you phase out and back in behind soldiers, and in platforming you switch timelines mid-jump to phase in walls and safe footing. At the end the time machine is torn off and the mechanic is gone for the rest of the game.
The present is full of dinosaur-like enemies. The mechanic is built around the player's core skills and is "tossed away, before you ever have a chance to get bored of it." Director Steve Fukuda and single-player lead Mackey McCandlish, who led Titanfall 2, were design leads on Call of Duty 4.
Respawn designer David Bocek says designers must make big changes despite player pushback. Bocek says designers cannot avoid major changes just because a subset of players may dislike them. Otherwise nothing interesting ships and the game goes stale.
His words: "as a designer at some point you just have to be brave." The takeaway is to accept that you cannot please every player.
Its designer David Bocek says designers must be brave and make major changes even if a subset of players dislike them, or nothing interesting ships.
Respawn designer David Bocek says designers must make big changes despite player pushback. Bocek says designers cannot avoid major changes just because a subset of players may dislike them. Otherwise nothing interesting ships and the game goes stale.
His words: "as a designer at some point you just have to be brave." The takeaway is to accept that you cannot please every player.
Built Titanfall 2, including the Effect and Cause level, whose time machine mechanic is torn away at the level's end. Director Steve Fukuda and single-player lead Mackey McCandlish were design leads on Call of Duty 4.
Respawn built a mechanic in Titanfall 2, then removed it before it got stale. In the Effect and Cause level you swap between a clean past and a ruined present. In combat you phase out and back in behind soldiers, and in platforming you switch timelines mid-jump to phase in walls and safe footing. At the end the time machine is torn off and the mechanic is gone for the rest of the game.
The present is full of dinosaur-like enemies. The mechanic is built around the player's core skills and is "tossed away, before you ever have a chance to get bored of it." Director Steve Fukuda and single-player lead Mackey McCandlish, who led Titanfall 2, were design leads on Call of Duty 4.
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