The Slot

One thing that the mission/campaign builders and modders have in common: a [requirement to use "lateral thinking" to get things done. The devs, pretty much by definition, don't have to think this way to a great extent. They design something based around their initial assumptions, and like any similar work, they tend to get a sort of "in the box" tunnel vision. To be fair to them, at some level they have no choice. If they allow themselves to go sideways too often, the project gets sidetracked and instead of "better" they get nothing done at all.

So I'm not too quick on the draw to attack their efforts, I understand the way such a project can snowball. Still, something like PF should have been more focused. PF in particular since to a great extent it was derivative.
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