In one column, list the
images from the ?¬? nal game with rendering
turned on and o?¬? to demonstrate
how the method mapped to the ?¬? nal
simulation.
Throughout the prototyping process
and into production, extensive playtesting,
both by the team and by outside
players, led to a number of changes and
decisions. In the end, a number of technical
features were cut to concentrate
on the cloud simulation and the free
?¬‚ ight controls. Concepts like wind, a day
and night cycle, terrain features linked to cloud state, etc., were all prioritized under the response from
playtesters for the need for a satisfyingly dynamic sky and intuitive ?¬‚ ight controls.
These decisions are examples of the importance of playcentric design on the design and development
process. While a traditional design team might have tried to implement all features, but with less depth in
each, the iterative testing and reevaluation of the design based on overall experience made it clear that
players were focused on the feel of the clouds and ?¬‚ ight, not necessarily interactive terrain, day and night
cycles, wind, or other missing elements.
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