this mindset
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this mindset
If the game got very popular and you needed to add maps - you could do individual leader boards for each map.
Needs to end IMO. Everyone is so focused on the what if it gets popular, the game needs more players etc etc; instead of using that mentality when thinking about updates that could make the game more enjoyable we need things in the game that make it instantly gratifying. I don't know why the current player base is ignored as though the game is magically going to blow up again 10 years after its prime. Just bored and thought about this.
It is easier to fight for principles
than to live up to them.
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than to live up to them.
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iwasperdition

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The game won't suddenly become popular unless everything is fixed up in advance.
Sun Wolf


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SW


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There are a lot of "firsts" that would need to be identified and only SW can do that and take the direction of the game to meet those criteria's.
What is the market of the game? (Are there people interested in turn based gaming)
Are there games like this out there already? (What are they, how do the work, what do they offer)
How do they market their game? (Social media, word of mouth, advertisements)
Who is the game targeted towards? (Audience)
What attracts people to the game? (Influence)
How does the game retain players? (Hooks vs. Enjoyment)
What turns people away from the game? (Flawed or Expected)
How is the game defined? (Purpose)
If these questions, which I'm sure SW has already answered himself, result in getting the game to the level it needs to be than the "what ifs" as you say that need to stop, than how does progress and future planning development happen? For instance, in your example you state that until we have more players why talk about individual leaderboards fro each map. To answer that, it is because while the direction of the game is taking shape you have to leave room for the unknowns down the road. Focusing on the current tasks at hand, but also with an eye towards future developments is a must in any circumstance that requires continuous improvement.
That's my view point on it, agree or disagree, the fact remains the same that at the end of the day that ideas and future considerations will always and should always be apart of the development of any process be it assembly of an item or programming of software.
What is the market of the game? (Are there people interested in turn based gaming)
Are there games like this out there already? (What are they, how do the work, what do they offer)
How do they market their game? (Social media, word of mouth, advertisements)
Who is the game targeted towards? (Audience)
What attracts people to the game? (Influence)
How does the game retain players? (Hooks vs. Enjoyment)
What turns people away from the game? (Flawed or Expected)
How is the game defined? (Purpose)
If these questions, which I'm sure SW has already answered himself, result in getting the game to the level it needs to be than the "what ifs" as you say that need to stop, than how does progress and future planning development happen? For instance, in your example you state that until we have more players why talk about individual leaderboards fro each map. To answer that, it is because while the direction of the game is taking shape you have to leave room for the unknowns down the road. Focusing on the current tasks at hand, but also with an eye towards future developments is a must in any circumstance that requires continuous improvement.
That's my view point on it, agree or disagree, the fact remains the same that at the end of the day that ideas and future considerations will always and should always be apart of the development of any process be it assembly of an item or programming of software.

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snow

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iwasperdition wrote:If the game got very popular and you needed to add maps - you could do individual leader boards for each map.
Needs to end IMO. Everyone is so focused on the what if it gets popular, the game needs more players etc etc; instead of using that mentality when thinking about updates that could make the game more enjoyable we need things in the game that make it instantly gratifying. I don't know why the current player base is ignored as though the game is magically going to blow up again 10 years after its prime. Just bored and thought about this.
If you ignore the possibility of growth when making advancements - you may advance without accommodating growth. You end up with a city like Johannesburg.
"Expect the best, plan for the worst, and prepare to be surprised."

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The_Revelation


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The_Revelation wrote:
"Expect the best, plan for the worst, and prepare to be surprised."
only true if one is sharing a cell with a big burly black guy from harlem.

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tournamentJESUS

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