Once development begins on a feature, game developers often get drawn into a sunk cost fallacy that compels them to keep working on that feature even when it's failing. Cutting those features is hard, but often the right choice to make the game better. Subscribe for more episodes every Wednesday!
A young boy king had inherited the crown of the Swedish Empire, and his neighbors saw an opportunity to attack. To their surprise, young Charles XII of Sweden turned out to be a fearsome opponent who quickly repelled their assaults - and then sought revenge. Support us on Patreon!
Games often advertise their complex AI, but in truth, offering a wide variety of simple NPC behaviors unique to each enemy often feels more engaging AND challenging to the player than putting them through multiple hours of facing a bunch of NPCs operating on the same AI behavior tree.
Listen to "Collapse," the theme song of our series on the Bronze Age Collapse Music by Sean and Dean Kiner: http://bit.ly/23isQfx
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