hey guys, so i just came across this really cool thread on social media where game developers are sharing their tips and tricks for making games more engaging. it's actually really nice to see them talking to each other about their craft and sharing little secrets that make their games more fun to play. one of the devs from firaxis, cat manning, started the thread and it's gotten some really interesting responses from people who have worked on big games like apex legends and marvel's avengers.

one thing that caught my eye was a comment from keano raubun, a dev who's worked on marvel's avengers and is now working on legacy of orsinium. he said that one of the most effective ways to make an open world rpg more interesting is to have npcs have funny conversations with each other. he even gave a specific tip - that you should aim for at least 8 conversations between any pair of npcs to avoid repeats. i can see why this would be so effective, i mean who doesn't love listening to npcs chat in games like dragon age: inquisition?

another dev, damion schubert, had some thoughts on class design in mmos. he said that the traditional trinity of tank, healer, and dps classes isn't actually about validating the healer, but about validating the tank. as someone who used to play a lot of mmos, this makes sense to me - tanks are often the ones taking the most risk and doing the most work to keep the team safe. it's interesting to hear a dev's perspective on this, and it's got me thinking about how class design can really make or break an mmo.

there were also some more technical tips shared in the thread, like the idea that 0.63 secondsRead more: Full article on www.rockpapershotgun.com
What do you think about this?

one thing that caught my eye was a comment from keano raubun, a dev who's worked on marvel's avengers and is now working on legacy of orsinium. he said that one of the most effective ways to make an open world rpg more interesting is to have npcs have funny conversations with each other. he even gave a specific tip - that you should aim for at least 8 conversations between any pair of npcs to avoid repeats. i can see why this would be so effective, i mean who doesn't love listening to npcs chat in games like dragon age: inquisition?

another dev, damion schubert, had some thoughts on class design in mmos. he said that the traditional trinity of tank, healer, and dps classes isn't actually about validating the healer, but about validating the tank. as someone who used to play a lot of mmos, this makes sense to me - tanks are often the ones taking the most risk and doing the most work to keep the team safe. it's interesting to hear a dev's perspective on this, and it's got me thinking about how class design can really make or break an mmo.

there were also some more technical tips shared in the thread, like the idea that 0.63 secondsRead more: Full article on www.rockpapershotgun.com
What do you think about this?