![]() ![]() “With Legends, you had people who kept losing to the bots, and never progressed to the PvP because they thought they weren’t good enough. “We’re using machine learning for the bots,” he continues. We want the game to be easy to learn, hard to master.” So we’re being very careful about that now. We were just throwing players straight into a match and they were like ‘screw this’ and left the game. Turns out it was too hardcore, our day one retention rate was very low. We basically knew nothing about how free to play was working, or the applied behaviours, and we were just working based on our own opinions. “Deadzone had two problems,” says Rabas, “it didn’t have good KPIs, and it was too hardcore. The Madfinger team at its offices in Brno, Czech Republic It’s this attitude of evolution and change that has informed the studio’s upcoming game, Shadowgun War Games, which, as Rabas explains, has been designed off the feedback the team got from the previous Shadowgun games, Deadzone and Legends, and the mistakes they made along the way in their development. Taking all of that to create an environment for them.” I love that you can evolve the game, change it, that you are working with the players – trying to understand their needs, their behaviours, their emotions. ![]() “I love the free-to-play design,” says Rabas, “and when I say that, I mean the proper free-to-play design, not this milking, psychological thing that you see. To counteract this, Rabas has a clear image of the kind of free to play games he wants to make, and how the format can benefit the company’s work: ![]()
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