This blog is meant to chronicle the progress of Finality's successor; however, before speaking too much about the new project, I feel it's necessary to review its long-dead predecessor.
The most significant problems plaguing Finality and Mythic Falls:
- The project was rushed and lacked any significant planning.
- Unique content was both low quality and low density.
- Game content did not follow any identifiable plot.
- Staffing decisions were based on emotion rather than ability to contribute.
- Game mechanics suffered the worst of both worlds:
- They were bland and systematic.
- They were unpredictable and impossible to manage.
- The code was a technical nightmare:
- Written in an ancient and inefficient language.
- Written to work in ways it was not meant to work.
- Written by a developer who did not understand the above.
- Community complaints, requests, and suggestions were almost completely ignored.
Its most notable strengths:May these hard-learned lessons serve as a long-overdue eulogy to project Finality / Mythic Falls.
- Point-and-click content development UI made it easy to create new content.
- Most objects did not contain hard-coded data, making it easy to create new races, etc.
Rest easy, old friend.
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