Age of Decadence - Interview @ Alley of Infinite Angles
A site called the Alley of Infinite Angles has an interview with Vince D. Weller on The Age of Decadence. Nothing new but fans will get more of Vince's development philosophy:
Checking in on the AoD forums, I found the ‘Teron’s Mine’ discussion very interesting (http://www.irontowerstudio.com/forum/index.php?topic=337.0) – Oscar, one of your devs, posted screenshots of an area he had developed, then tweaked it about a dozen times to satisfy fan feedback. It was almost as if he was presenting a draft for everyone to polish together. Does this happen often with Age of Decadence? Does it ever get difficult or cumbersome to put so much emphasis on fan input during the creation process?
It's an acquired taste. Basically, we don't treat people who are interested in AoD as idiots. First, their opinions are important because we are making this game for them. So, what I think sometimes matters less than what they think. Second, you know that saying "one head is better than two"? Well, how about one head vs a thousand heads then? Listening to our fans allowed us improve the game greatly. Some suggestions were absolutely brilliant. Kind of like "Damn! Why didn't I think of that?", which is exactly the point. You can't think of everything. The only way to do that is to pay attention to what people are criticizing and suggesting.
It's not about designing by committee. It's not about being unsure and asking people to do your job for you. It's about presenting your vision to people and letting them help you polish it and make it better. We started showing everything and getting feedback from day one, and once we realized the benefits, it became our way of doing things. Pretty much every aspect of the game was presented to our fans who did their best to tear it apart (fucking savages) and help us "think of everything".
Also, at the official site you can find A conversation with Marcus Cornelius Arvina - an in-character look at a shop and some items.
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