![]() ![]() ![]() They were now having doubts about the future of Paragon. Steve’s argument was this:Įpic returned to work in January and they were about to drop a bombshell. However, Epic really wanted to get game times down so teams would not max out their card points/power. Some of the most exciting Paragon matches have lasted well over an hour and they were fantastic back and forth nail-biters. At the time I didn’t even think it was an issue and neither did most of the community that was playing regularly. During these early days, matches would be a minimum of around 40 minutes but they could easily go over the hour mark. But our goal is to tell them what’s coming, why it’s coming, listen to their feedback, and figure out the next thing.Īn issue that was always on the minds of the Epic dev team was the match times. Sometimes better than others, we’ve dropped the ball occasionally there. We are doing grand experiments with our players. We’ve tried our best to be transparent, open, and honest with our community about this being an actual beta. We’ve banned the phrase “we’re making a game that we want to play,” because we’re making a game for a large group of players who are strongly opinionated and dedicating their playing time to us.Īt the same time we can’t design by committee, and so it very much is a hard challenge to figure out the best path forward. Our operating philosophy is that the best games are made as a partnership between devs and community. To be candid we are feeling our way towards the right thing. ![]() I’m surprised and delighted that folks like yourself who have rejected MOBAs before have found something to latch onto in Paragon.Īt that time the game’s development was, according to Steve, being driven by the community which was something that was going to change in the months ahead. When we set about making Paragon, our pedigree at Epic Games is making impactful player experiences, so we wanted to bring these two things closer together. Your decisions matter, but the impact of your actions don’t really register on the instinctual, human level. We thought ‘what if we can make the CG trailers of other MOBAs a reality in gameplay?’ That’s something we found has a lot of appeal to players who haven’t MOBAed before, because they haven’t been able to get through the top-down, clickity-clickity, type of thing where you’re the puppet master, far from the action. As he commented on their goals in the interview, it highlighted why I was enjoying the game so much even as a non-MOBA player. In August 2016 I had the opportunity to speak to the then game director Steve Superville and it was encouraging to hear his thoughts on where the game was heading. ![]()
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