Jason Schreier: How BioWare's Anthem Went Wrong (Destiny)

by Harmanimus @, Wednesday, April 03, 2019, 09:59 (662 days ago) @ Cody Miller

Given the design of Forsaken, pacing of events, and the structure of the Annual Pass it points more to a design where things that require “crunch” are more distributed over time. So rather than multiple things coming to a head because of a lack of resources and a need to ship, things are staggered and appear more flexible.

I.e., you can rotate resources more efficiently when you have 12 goalposts through a year than when all 12-worth need to be done at the first post.

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