A few years later, we were pitching a turn-based strategy game for a handheld platform. It had one major drawback. Network latency could reach as high as nine seconds. If you haven't worked in games too much yet realize a 3 second load in a game feels like an eternity. What could we do? My solution was to change it to be simultaneously turn-based. This way, no one is ever waiting on anyone else. You both make moves at the same time. You only get so many seconds to make moves, which will keep the pace of the game up. The nine-second hit would only happen once per turn, and we would use that time to have the player play a game in which if you predict what your opponent does, you get a bonus for your next move. In both of the cases listed above I didn't say, "Oh well, its out of my hands" or "We'll do what we can to minimize it." I let the deficit fit in and help define the play experience instead of sticking out like a sore thumb. My game sucks, but I don't let the parts that suck ruin the experience of the entire game. I made the most of them with what was there to work with. Next time you're working on a game and are asked to think outside of the box, consider making the box a foxhole. [This piece was reprinted from #AltDevBlogADay, a shared blog initiative started by @mike_acton devoted to giving game developers of all disciplines a place to motivate each other to write regularly about their personal game development passions.]
Edible goo – "Also known as don't you dare feed me that crap….."
Opinion: Making The Most Of A Sucky Game
In this reprinted #altdevblogaday-opinion piece, SRS Labs applications manager and Sony Online Entertainment veteran Matt Yaney shares a couple examples for how you can make the most of a sucky or frustrating game.