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Also don’t use jargon – try not to use game industry words. Some people like really soft questions, some like really specific questions, and some need to be invited to say things. If you’re not getting the useful answer, ask the same question again, using different words, three or four times, or maybe a couple questions later.
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“But one of the things you learn when public speaking is that silence makes you sound smart.” Let people pause when they’re thinking, so you don’t roll over their potential answers. “It’s kind of uncomfortable, and kind of scary,” he said. (Such as, “If you didn’t like the water level, what made you feel that way?”)ģ. Always incorporate something from your last question into your next. Instead, ask “what did you enjoy, or what didn’t you enjoy.” If they respond, you can take the answer and ask more (why?) - start as general as possible and get more specific as you go. Ask what do I want (to learn or explore)? Is this opinion? Is it fact?Ģ. These can also apply to getting good answers out of players and playtesters.ġ. Ismail suggested you get together with your team, and figure out your questions based on these five tips. Why are you in this industry, when it’s one of the worst paying, most thankless jobs? Have you seen the weather outside? ( It was a sunny and gorgeous Mediterranean day – ed.) Why are you in here? What are you doing? We are here because we care, we want to do something meaningful in this industry.” “Because they’re fun? That’s not a good answer. So how do you find the good questions yourself? Ultimately, identify what your problem is, and why is it a problem. The solution we found was to make item drops disappear.” So if you wanted to get that health, you had to go for it fast, before it went away. “But people don’t want to get in danger if they can help it. They had another, similar problem to solve: “ Nuclear Throne is about going fast at its heart, and players putting themselves in danger,” he said. We didn’t change anything about the combat, but we made it fun by removing the problem.” “No fucking staircase! Instead, if you shoot everything, the staircase appears. Gun Godz became an FPS on Venus, and the roguelike eventually got solved as Nuclear Throne.” “It’s a very obvious question, but it took us two years to arrive to it. “The question we arrived on was how do we fix this most efficient way to play?” he said. And it was just boring.”Īs a side note, he cautioned developers to never underestimate the ability of players to find the most efficient way to play their game, even if it makes the game boring for themselves. So the most efficient way to play the game was to avoid everything and get to the stairs. If you didn’t get hit, you wouldn’t die, and if you didn’t die you could run to the stairs and get to the next level. “People weren’t engaging with the combat, they were just trying to get to the staircase. “The problem was there was a staircase in every level that would take you to the next level,” he said. "Bad questions aren’t necessarily bad - it’s just practice for better questions." “We started wondering, why does the combat suck? Why is it so bad? Usually we’re good at that, but it was just not fun.” Asking this question, they discovered something rather simple. But honestly when we started it, it was kind of shit! Combat was tedious.” This prototype wound up becoming Nuclear Throne.
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“You beat the level by getting to the staircase and getting to the next level.
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“It was gonna be a top-down roguelike,” he said. But at the same time, bad questions aren’t necessarily bad - it’s just practice for better questions."Īt Reboot Develop in Dubrovnik, Croatia last week, he gave the attending crowd some insight into how finding the right questions led Vlambeer down the right path.įirst, he discussed Gun Godz. The idea there’s no such thing as bad is silly. “You know how people say ‘there’s no such thing as bad questions, only bad answer?’” he posed.
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