I have stumbled across this talk given by a Marvel Snap developer and it is exactly my kind of thing. A window into how the sausage gets made.
Also, it helps me feel vindicated about not taking certain things personally: when Jason and I play, he'll often complain about a location-a location that sucks. He's not wrong about it.
But without that kind of variance, we wouldn't have the game that we do, and that game is pretty great. For me, these sucky locations add strategic layers, not annoyances. One of my takeaways from this talk is; that's what they're supposed to do.
So cool! Working as intended.
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