No me. I don't know a damn thing about it. This from a fella at EA:
Armes also outlined his philosophy for game design, which he called "6 Things I Know About Developing Game Software." In order, that six-pack of principles was:
1. Never underestimate the universal joy of blowing stuff up: This point was self-explanatory, since it was illustrated by a fantastically fiery trailer for Burnout 3.
2. Nobody likes getting their ass kicked: Be it online or by the game's artificial intelligence, players will prefer to be given challenges versus frustrating obstacles. Armes used his own experiences getting clobbered by 18-year-old kids playing online sports games as an anecdote. He urged those present "to ask ourselves: are games too hard?"
3. The first three minutes are critical: Hook your audience or lose them.
4. How many people are working on "cool stuff?": Armes warned against spending too much time on bells and whistles like minigames and enough time on gameplay, presentation, and depth.
5. Never say never: Armes' example here was EA's rethinking of its practice of eschewing M-rated games, which will change with the release of Def Jam: Fight for NY. "We're not Disney," he said.
6. Stop worrying about the business and get back to making great games: 'Nuff said.
I agree with part 3 a whole lot. If a game im not particularly interested sucks at the get go i will not play through it. Here's the whole article. Enjoy.
http://www.gamespot.com/news/2004/09...s_6106296.html
THE ONE, THE ONLY- RCM