I love these videos. I think the layman has no idea how complicated the *systems* in video games are, much less the actual programming. I’m not a game developer, but these videos are great and apply to any systems development, really. Thanks for you, Tim!
Interesting! A couple of weeks ago I watched a video called Don't Rely on a "Plan B" by Masahiro Sakurai in which he mentions doing the opposite. Probably it's because he focuses more on proposals, but he also mentions that you shouldn't present a "Plan B", instead building on Plan A as much as possible. Probably both views complement each other, and Sakurai is referring specifically to a whole change of the feature (I'm not 100% clear). Also I think he mentions you must have a Plan B, the difference is if you should document it or not. This highlights the differences between game directors and their styles. Probably you (Tim) are waiting to see documented game design fallbacks, while Sakurai would prefer not to have one there. As a game designer it's important to adjust and learn from the styles of the game director too. Personally I do tend to add fallbacks, but more often than notes I add them as comments instead of as part of the spec. Nice video, Tim!
But Masahiro Sakurai is in a position of getting to work with a publisher that will give him Blank Checks for development no-questions-asked. Which is, functionally the polar opposite of the scenarios Tim - and the vast majority of creatives - has had to work with historically; With either constrained self-funded budgets, or external stakeholders which yank-the-chain. EDIT: Honestly not to entirely disagree, but ultimately a "Strong Plan A" is only as strong as the weakest-link in the chain of authority of if something can "make the cut". "Don't plan for failure", but _"Failing to Plan is Planning to Fail"_ - Essentially the matter of "How many cooks are in the kitchen?".
One additional thing about swimming (flying) - it changes the topology of the level. Where you once could traverse - you have to go around now. And that changes a lot of other stuff, with pacing, encounters, mob density, etc. It has the same effect when you ADD it too. Now you can use a shortcut, and that changes everything.
Dual wielding is something of a nightmare to work on and requires alot of dedication, currently I'm on RPG Maker MZ and yes dual wielding is a thing but they had the most boring dual wielding mechanic you could think of- they simply just combined the stats in an attack, one miss meant a miss for both weapons. I had to get a plugin to separate the two entities and it turns out naturally two different weapons dual wielding brought up alot of issues, had to further find ways to make it only two of a matching pair could work. On top of all this I had to also get ammunition to work and after roughly 3-4 months finally got it done. Fall backs are very good to have and it's especially good if you can easily remove or apply if new ideas come by.
I would just make each of the swords objects and make a left pressed event for the first sword to makes its x coordinates move the weapon when the mouse is clicked, then have a right click event that has the same code as the first one but this one works when you right click
Question about a *design document* for a video game. Tim, do game developers still make a singular comprehensive reference for a current game, which they might call "design document"? To keep track of lead directors/writers/designers vision for the game? Or is it something that's not being done anymore? Why I am asking this question. For a couple of years now, after mixed-at-best reception of Starfield, Bethesda's lead designer AND writer Emil Pagliarulo got tons of criticism, particularly here on TH-cam (my reference is PatricianTV's lengthy video essay on Starfield). People pointed at Emil's interviews where he nonchalantly mentions that they don't really make design documents anymore, and his bizarre insistence on keeping designs simple and stupid. People like PatricianTV cite this to theorize that having no design document for the game and no clear vision for what Todd Howard and his team wanted to do and say with their game is what made Starfield so mediocre in the result: vast but empty procedurally generated planets with no content and real variety, bad space navigation and combat, tons of loading screens instead of seamless traveling from planet to space to planet, bland and boring writing and quests, half-baked ideas and design choices... So, is it a problem specific to Bethesda and people like Emil Pagliarulo? Or are design documents not being made in big game companies anymore, even though you've mentioned having a design document for Outer Worlds in this video?
I still make design documents for my games, for two reasons. One, publishers want to see them and they always ask for them. And two, as team sizes increased, you need to be able to point people to a design doc to answer their questions. This means that designers without publishers or designers on small teams (or solo) don't use design docs. I don't make monolithic Word docs anymore, though. I use something like Confluence to make a design doc that can be viewed by anyone on the team, edited and commented on, and with a viewable history of changes along with reasons for those changes. More info in these videos: th-cam.com/video/ohHLUKj3NTk/w-d-xo.html th-cam.com/video/Lm0qhfquv74/w-d-xo.html th-cam.com/video/gmDX1p-WZ7g/w-d-xo.html
Great talk as always, Tim. About removing maps, the most recent (and well done) example is how Baldur's Gate 3 removed the whole Upper City map, relocating Salazar's Mansion and other features and quests. In the end, I think it was for the best as I think the main storyline was already too long even for hardcore fans, leading to some feeling of not accomplishing much and just following the GM's script. One thing about first-person and third-person is avatar customization like in Fallout 3/4, Skyrim or Cyberpunk 2077. I mean, players may spend a couple hours trying to make the avatar's face look *just* like they wanted, and aside some really small in-game opportunities, how does companies allow for that much time/money spend on making the character physical customization?
BG3 being too long in the main storyline? Not for me, game was so good that I wanted more ;D (even after playing 200hours) Plus it did felt that maps were too much packed with various locations and things to discovered. I wish they were more sparse.
oof, makes me glad that its just me and my brother doing our game, as a passion project. We have boundaries on whats in and whats out, but i thing a lot of the game would not work if we had to remove some of the pillars we decided on. Year or two of extra development is a small price to pay for our desired game
Good Morning Tim, Still working on my engine and have something done and working every day. Just to add to your video, Strictly working on the editor, I often fallback to a different, usually simpler solution then I originally planned ( for example completely ignoring any sort of gui other than just displaying some data ), but in my case, i work it out as I go, since I'm working solo. But I can imagine when you are part of the team, the complexity of fallbacks can pile up.
Awesome video! From watching your videos I’ve gained a better understanding and appreciation of the work others on my team do. You touched on this in your fallout cut content video, but do you have any advice on approaching the topic of cutting content or changing features? How do you make it clear that you’re critiquing the feature and not a developer’s work?
Hey Tim, love your videos, they inspire me to do things that I do in a lot of different ways. Thank you for this channel. I do have a question for you. While you talked about influential books and things you turn to for inspiration and creativity, and various methods you've used over the years. Have you considered ever writing a "Tim Cane's Game Creation Cook Book" of sorts? Thanks again for the great channel and being a really fun, and interesting person to watch.
"If you have creatures that can still go in water, what if they attack the player from water, but the player can't enter the water and the player doesn't have a ranged attack." Clearly the answer is to put a single gathering point on the map where the player has a chance to be able to harvest a frog, which they can then use on their fishing rod as a lure in order to hook the monster and reel it out of the water.
Hello Tim - I know you've talked about |gameplay| friction in videos before, but what are your thoughts on the matter of Narrative Friction (I know this also sorta ties into Localization which you've discussed)? It feels like I've seen a trend in "higher budget" games to sand-away any "divisive" themes in favor of very pure "Good Vs. Evil" narratives, and their PR departments shouting from the rooftops that "[Our Game] is not Pol!tical" (even if it clearly *is*), or in general shying away from anything "out there" to avoid being "cringey". Every so often I think about a certain (currently dormant) dark-fantasy franchise that was once very "High Concept" in its themes and presentation and both willing to challenge the player's social and moral norms, with various factions being written in a very "Rashomonesque" manner with complex ideologies where there were no "Pure Evil" or "Pure Good" groups (Even if they were on a clear spectrum of morality) - However later entries gradually stripped-down/retconned the more "psychedelic" and "uncomfortable" elements of the lore/scenario and smoothed-away the more ideologically-objectional elements from the various factions to turn them into "Designated Good-Guy/Bad-Guy" groups. I'm just sort of curious as to if things like that fall under "Because Money" and that "conceptually complex" narratives are considered to make a game unpalatable for mainstream sales potential. OTOH, I _inversely_ know of some studios that made their later games even more "bigthink" (Even if the actual *quality* of the narratives were debatable) as they got larger budgets approved by publishers, but in some ways I feel like they might be an exception that proves the rule. EDIT: In simpler terms - It seems like in many cases, "Fantasy" has become afraid of _"Being Fantasy"_ for lack of a better word, and there's become this sense of modern fantasy media in general (not just games) baking themselves down into easy-to-digest archetypes that diverge little from "Standard Tolkein Tropes".
I do not share your experience. While I do see games with "good heroes and bad villains" that are clearly delineated, I also see lots of games with grey heroes and grey villains, ones where the heroes aren't nice and the villains actually think of themselves as doing good. If anything, I think the grey morality games have become more widespread than ever. When I started in the business, everything was pure hero vs evil villain.
I'm currently going through this due to time and budget constraints, mainly a result of 'life happens'. Still struggling with the decision on our character creation system (nothing as complex as Bethesda-style games, but still some work) -- especially since there is another feature that may use parts of that code. I know we should just chuck it, but I tend to hate games that don't allow some sort of character customization, so I'm still debating about it (or, more accurately, pushing it off).
I can sort of tell in some games where something feels like it was either left out or removed from the game. Being able to go underwater and underwater combat are a couple.
Show us the dog, Tim. :D I saw a dog walk in the mid of the video and I'm interested. In regards to video this was interesting. Do you have anything on money sinks? if not that would be another interesting topic.
Have you watched my video on Game Economy? th-cam.com/video/ne9IIn7nEV4/w-d-xo.html And a full-length video dedicated to the dog creature is in queue and will go up in a few weeks!
Hey Tim, can you do a full video on what it's like to get feedback from QA? How to work with them? How they are viewed by the rest of the dev team. I'm nearly at the end of the first game I've released in my first game dev job and we are starting to get feedback from QA. (Our team was still growing so we did not have QA look at the game until it was nearly done which I believe is atypical). So far their feedback has been... not what I expected. Not many bugs. They seem to be more nitpicks or just straight up misunderstandings about thinks like verbiage and documents.
I talk about working with QA in Playtesting The Outer Worlds th-cam.com/video/xM6Cr04wWSc/w-d-xo.html And how to get their feedback in How To Receive Criticism th-cam.com/video/Gtcl1ZbWyX8/w-d-xo.html I’m not sure what else I can add.
@CainOnGames Ah! I typed in Tim Cain QA into the search bar. I figured you had done something on the topic before but couldn't think what it'd be called... and frankly, I've probably already seen it. But now it's relevant to me! Thanks tim!
Game designers don’t have infinite time. The game can have thousands of different interconnected mechanics. You can’t possibly write every way every mechanic may be changed or dismissed. I think game designer needs to be more reasonable: if at some point designers take a decision that “ok, this game is not an RTS anymore, it’s going to be a shooter” - that’s the moment you need to change all of the game mechanics and trash design doc, not write all possible combinations of dismissal of all game mechanics. I’m being a little dramatic here, but that doesn’t change the point It’s like designing not one game, but a hundred simultaneously
Falbacks are for curmudgeony old game devs that have made a game or two, not for new, young up-and-comers who are never going yo make a mistake or have to remove something from their gamer. Ever
That way cyberpunk 2077 was made in 8 years and it was full of bugs and it still had less content than fallout nv base game without dlc, cyberpunk has so few missions and things to do that are not repetitive, it's not even funny 😂🙏 I haven't seen a good game made by a famous American studio in years, at this rate it's going to by bad ( i still wait for that game from obsidian 😂🙏)
you don't have to rethink art if you cut swimming from a game imo. just do it like star wars outlaws and have the player character immediately die when she steps into the shallowest of puddles - and then call the whole thing a quadruple A game lol
@@chaserseven2886 none of them pretended to be the next best thing after sliced bread tho. even trying to coin a "next level" term like AAAA lol also, those prices lmao 70 bucks for the base edition and TWO special editions for up to 130 bucks.
@@galdersrontgorrthThe "quadruple A" quote was from a Ubisoft suit in regards to Skull and Bones, not Outlaws. It's wild how easily misinformation that can be harmful to devs spreads online, and how confidently it is repeated.
Look at me, can't even program the clock on my microwave and im already in advanced game design!
Can your microwave run Doom?
@@wesss9353😂
I've been going through a rough time lately and having your videos to look forward to has been such a help. Thank you!
Same! Hang in there-we can make it with the power of Cain™! ❤️
Keep your head up.
Life has ups and downs.
I'm currently sitting at the DMV...
I love these videos. I think the layman has no idea how complicated the *systems* in video games are, much less the actual programming. I’m not a game developer, but these videos are great and apply to any systems development, really. Thanks for you, Tim!
Interesting! A couple of weeks ago I watched a video called Don't Rely on a "Plan B" by Masahiro Sakurai in which he mentions doing the opposite. Probably it's because he focuses more on proposals, but he also mentions that you shouldn't present a "Plan B", instead building on Plan A as much as possible. Probably both views complement each other, and Sakurai is referring specifically to a whole change of the feature (I'm not 100% clear). Also I think he mentions you must have a Plan B, the difference is if you should document it or not.
This highlights the differences between game directors and their styles. Probably you (Tim) are waiting to see documented game design fallbacks, while Sakurai would prefer not to have one there. As a game designer it's important to adjust and learn from the styles of the game director too.
Personally I do tend to add fallbacks, but more often than notes I add them as comments instead of as part of the spec. Nice video, Tim!
But Masahiro Sakurai is in a position of getting to work with a publisher that will give him Blank Checks for development no-questions-asked. Which is, functionally the polar opposite of the scenarios Tim - and the vast majority of creatives - has had to work with historically; With either constrained self-funded budgets, or external stakeholders which yank-the-chain.
EDIT: Honestly not to entirely disagree, but ultimately a "Strong Plan A" is only as strong as the weakest-link in the chain of authority of if something can "make the cut". "Don't plan for failure", but _"Failing to Plan is Planning to Fail"_ - Essentially the matter of "How many cooks are in the kitchen?".
Great video, didn't realize there was a unified term for this. It's extremely important to consider this stuff!
"It's easier to make one drowning animation than 50 swimming animations"
One additional thing about swimming (flying) - it changes the topology of the level. Where you once could traverse - you have to go around now. And that changes a lot of other stuff, with pacing, encounters, mob density, etc. It has the same effect when you ADD it too. Now you can use a shortcut, and that changes everything.
Thank you for your videos. They're very inspiring and give me a lot to chew on with my game projects.
Dual wielding is something of a nightmare to work on and requires alot of dedication, currently I'm on RPG Maker MZ and yes dual wielding is a thing but they had the most boring dual wielding mechanic you could think of- they simply just combined the stats in an attack, one miss meant a miss for both weapons. I had to get a plugin to separate the two entities and it turns out naturally two different weapons dual wielding brought up alot of issues, had to further find ways to make it only two of a matching pair could work. On top of all this I had to also get ammunition to work and after roughly 3-4 months finally got it done. Fall backs are very good to have and it's especially good if you can easily remove or apply if new ideas come by.
I would just make each of the swords objects and make a left pressed event for the first sword to makes its x coordinates move the weapon when the mouse is clicked, then have a right click event that has the same code as the first one but this one works when you right click
Ughh. I feel your pain. I worked on something in MZ for a long time before moving to Unity. Are you using Visustella? How are things going?
I just love listening to Tim 😊
Question about a *design document* for a video game. Tim, do game developers still make a singular comprehensive reference for a current game, which they might call "design document"? To keep track of lead directors/writers/designers vision for the game? Or is it something that's not being done anymore?
Why I am asking this question. For a couple of years now, after mixed-at-best reception of Starfield, Bethesda's lead designer AND writer Emil Pagliarulo got tons of criticism, particularly here on TH-cam (my reference is PatricianTV's lengthy video essay on Starfield). People pointed at Emil's interviews where he nonchalantly mentions that they don't really make design documents anymore, and his bizarre insistence on keeping designs simple and stupid. People like PatricianTV cite this to theorize that having no design document for the game and no clear vision for what Todd Howard and his team wanted to do and say with their game is what made Starfield so mediocre in the result: vast but empty procedurally generated planets with no content and real variety, bad space navigation and combat, tons of loading screens instead of seamless traveling from planet to space to planet, bland and boring writing and quests, half-baked ideas and design choices...
So, is it a problem specific to Bethesda and people like Emil Pagliarulo? Or are design documents not being made in big game companies anymore, even though you've mentioned having a design document for Outer Worlds in this video?
I still make design documents for my games, for two reasons. One, publishers want to see them and they always ask for them. And two, as team sizes increased, you need to be able to point people to a design doc to answer their questions.
This means that designers without publishers or designers on small teams (or solo) don't use design docs.
I don't make monolithic Word docs anymore, though. I use something like Confluence to make a design doc that can be viewed by anyone on the team, edited and commented on, and with a viewable history of changes along with reasons for those changes.
More info in these videos:
th-cam.com/video/ohHLUKj3NTk/w-d-xo.html
th-cam.com/video/Lm0qhfquv74/w-d-xo.html
th-cam.com/video/gmDX1p-WZ7g/w-d-xo.html
Great talk as always, Tim.
About removing maps, the most recent (and well done) example is how Baldur's Gate 3 removed the whole Upper City map, relocating Salazar's Mansion and other features and quests. In the end, I think it was for the best as I think the main storyline was already too long even for hardcore fans, leading to some feeling of not accomplishing much and just following the GM's script.
One thing about first-person and third-person is avatar customization like in Fallout 3/4, Skyrim or Cyberpunk 2077. I mean, players may spend a couple hours trying to make the avatar's face look *just* like they wanted, and aside some really small in-game opportunities, how does companies allow for that much time/money spend on making the character physical customization?
BG3 being too long in the main storyline? Not for me, game was so good that I wanted more ;D
(even after playing 200hours)
Plus it did felt that maps were too much packed with various locations and things to discovered. I wish they were more sparse.
oof, makes me glad that its just me and my brother doing our game, as a passion project.
We have boundaries on whats in and whats out, but i thing a lot of the game would not work if we had to remove some of the pillars we decided on. Year or two of extra development is a small price to pay for our desired game
Good Morning Tim,
Still working on my engine and have something done and working every day.
Just to add to your video, Strictly working on the editor, I often fallback to a different, usually simpler solution then I originally planned ( for example completely ignoring any sort of gui other than just displaying some data ), but in my case, i work it out as I go, since I'm working solo. But I can imagine when you are part of the team, the complexity of fallbacks can pile up.
Awesome video! From watching your videos I’ve gained a better understanding and appreciation of the work others on my team do.
You touched on this in your fallout cut content video, but do you have any advice on approaching the topic of cutting content or changing features?
How do you make it clear that you’re critiquing the feature and not a developer’s work?
Hey Tim, love your videos, they inspire me to do things that I do in a lot of different ways. Thank you for this channel.
I do have a question for you. While you talked about influential books and things you turn to for inspiration and creativity, and various methods you've used over the years. Have you considered ever writing a "Tim Cane's Game Creation Cook Book" of sorts?
Thanks again for the great channel and being a really fun, and interesting person to watch.
Good to have some arguments when the boss ask mid project to add multiplayer and remove the inventory.
"If you have creatures that can still go in water, what if they attack the player from water, but the player can't enter the water and the player doesn't have a ranged attack." Clearly the answer is to put a single gathering point on the map where the player has a chance to be able to harvest a frog, which they can then use on their fishing rod as a lure in order to hook the monster and reel it out of the water.
Hey Uncle Tim
What are your thoughts on quick time events?
Unnessary in shooter games (Halo 4)
Acceptable in Adventure games (Laura Croft)
Rock Band is just a long qte game
Hello Tim - I know you've talked about |gameplay| friction in videos before, but what are your thoughts on the matter of Narrative Friction (I know this also sorta ties into Localization which you've discussed)? It feels like I've seen a trend in "higher budget" games to sand-away any "divisive" themes in favor of very pure "Good Vs. Evil" narratives, and their PR departments shouting from the rooftops that "[Our Game] is not Pol!tical" (even if it clearly *is*), or in general shying away from anything "out there" to avoid being "cringey".
Every so often I think about a certain (currently dormant) dark-fantasy franchise that was once very "High Concept" in its themes and presentation and both willing to challenge the player's social and moral norms, with various factions being written in a very "Rashomonesque" manner with complex ideologies where there were no "Pure Evil" or "Pure Good" groups (Even if they were on a clear spectrum of morality) - However later entries gradually stripped-down/retconned the more "psychedelic" and "uncomfortable" elements of the lore/scenario and smoothed-away the more ideologically-objectional elements from the various factions to turn them into "Designated Good-Guy/Bad-Guy" groups. I'm just sort of curious as to if things like that fall under "Because Money" and that "conceptually complex" narratives are considered to make a game unpalatable for mainstream sales potential.
OTOH, I _inversely_ know of some studios that made their later games even more "bigthink" (Even if the actual *quality* of the narratives were debatable) as they got larger budgets approved by publishers, but in some ways I feel like they might be an exception that proves the rule.
EDIT: In simpler terms - It seems like in many cases, "Fantasy" has become afraid of _"Being Fantasy"_ for lack of a better word, and there's become this sense of modern fantasy media in general (not just games) baking themselves down into easy-to-digest archetypes that diverge little from "Standard Tolkein Tropes".
I do not share your experience. While I do see games with "good heroes and bad villains" that are clearly delineated, I also see lots of games with grey heroes and grey villains, ones where the heroes aren't nice and the villains actually think of themselves as doing good. If anything, I think the grey morality games have become more widespread than ever. When I started in the business, everything was pure hero vs evil villain.
Hi Tim
I'm currently going through this due to time and budget constraints, mainly a result of 'life happens'.
Still struggling with the decision on our character creation system (nothing as complex as Bethesda-style games, but still some work) -- especially since there is another feature that may use parts of that code. I know we should just chuck it, but I tend to hate games that don't allow some sort of character customization, so I'm still debating about it (or, more accurately, pushing it off).
I can sort of tell in some games where something feels like it was either left out or removed from the game. Being able to go underwater and underwater combat are a couple.
Show us the dog, Tim. :D I saw a dog walk in the mid of the video and I'm interested.
In regards to video this was interesting. Do you have anything on money sinks? if not that would be another interesting topic.
Have you watched my video on Game Economy? th-cam.com/video/ne9IIn7nEV4/w-d-xo.html
And a full-length video dedicated to the dog creature is in queue and will go up in a few weeks!
Hey Tim, can you do a full video on what it's like to get feedback from QA? How to work with them? How they are viewed by the rest of the dev team. I'm nearly at the end of the first game I've released in my first game dev job and we are starting to get feedback from QA. (Our team was still growing so we did not have QA look at the game until it was nearly done which I believe is atypical). So far their feedback has been... not what I expected. Not many bugs. They seem to be more nitpicks or just straight up misunderstandings about thinks like verbiage and documents.
I talk about working with QA in Playtesting The Outer Worlds
th-cam.com/video/xM6Cr04wWSc/w-d-xo.html
And how to get their feedback in How To Receive Criticism
th-cam.com/video/Gtcl1ZbWyX8/w-d-xo.html
I’m not sure what else I can add.
@CainOnGames Ah! I typed in Tim Cain QA into the search bar. I figured you had done something on the topic before but couldn't think what it'd be called... and frankly, I've probably already seen it. But now it's relevant to me! Thanks tim!
NEVER REMOVE MELEE!
-t melee player
Pillars of eternity 2 naval combat text based mini game is an excellent example of wasted work hours
I really missed Grenades in outer worlds
Now I'm shocked any game has ever been made at all! 😅
After watching so many videos from tim I come to the following conclusion: how the f are games even able to be made at this point?😂
Game designers don’t have infinite time. The game can have thousands of different interconnected mechanics. You can’t possibly write every way every mechanic may be changed or dismissed. I think game designer needs to be more reasonable: if at some point designers take a decision that “ok, this game is not an RTS anymore, it’s going to be a shooter” - that’s the moment you need to change all of the game mechanics and trash design doc, not write all possible combinations of dismissal of all game mechanics. I’m being a little dramatic here, but that doesn’t change the point
It’s like designing not one game, but a hundred simultaneously
12:09 Dual-wielding is awesome. Got addicted to it ever since Skyrim.
Falbacks are for curmudgeony old game devs that have made a game or two, not for new, young up-and-comers who are never going yo make a mistake or have to remove something from their gamer. Ever
That way cyberpunk 2077 was made in 8 years and it was full of bugs and it still had less content than fallout nv base game without dlc, cyberpunk has so few missions and things to do that are not repetitive, it's not even funny 😂🙏 I haven't seen a good game made by a famous American studio in years, at this rate it's going to by bad ( i still wait for that game from obsidian 😂🙏)
you don't have to rethink art if you cut swimming from a game imo. just do it like star wars outlaws and have the player character immediately die when she steps into the shallowest of puddles - and then call the whole thing a quadruple A game lol
that isn't even a new thing vice city and gta 4 had that its been a thing in many games
@@chaserseven2886 none of them pretended to be the next best thing after sliced bread tho. even trying to coin a "next level" term like AAAA lol
also, those prices lmao
70 bucks for the base edition and TWO special editions for up to 130 bucks.
it's not like if the game is designed around swimming
@@galdersrontgorrth where on earth did anyone say that? also im pretty sure that was said about gta 3
@@galdersrontgorrthThe "quadruple A" quote was from a Ubisoft suit in regards to Skull and Bones, not Outlaws.
It's wild how easily misinformation that can be harmful to devs spreads online, and how confidently it is repeated.
Hey Tim, game design challenge video for you:
How to make note taking into a video game or mechanic