two-part interview with Team Fortress 2 developers Robin Walker and Charlie Brown, talking about the pathways from the modding community to working at Valve, the long development of TF2 and the changes it went through, Valve’s thoughts on parallel mod Fortress Forever, and how the art design plays such a major role in how we play the game.
I found this to be a very interesting interview in particular how some of the decisions they discuss actually do make for better gameplay. In particular my favourite out of context quote would be with regards gameplay complexity.
"we don’t think we’ve sacrificed any of the depths or complexity that we wanted, but at the same time players can sit down in front of it and have fun without really understanding half of what’s going on".
A game with depth that is simple to play. Now that is novel.
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Team Fortress 2 Interview Part 1 of 2
two-part interview with Team Fortress 2 developers Robin Walker and Charlie Brown, talking about the pathways from the modding community to working at Valve, the long development of TF2 and the changes it went through, Valve’s thoughts on parallel mod Fortress Forever, and how the art design plays such a major role in how we play the game.
I found this to be a very interesting interview in particular how some of the decisions they discuss actually do make for better gameplay. In particular my favourite out of context quote would be with regards gameplay complexity.
"we don’t think we’ve sacrificed any of the depths or complexity that we wanted, but at the same time players can sit down in front of it and have fun without really understanding half of what’s going on".
A game with depth that is simple to play. Now that is novel.