![]() ![]() There’s a fundamental piece of feedback that we get that the game isn’t realizing the creative vision that it had for its players. That said, every time we deliver something below our own internal expectations, that surprises us, and we should check our process. If you are afraid of that, you shouldn’t be in the entertainment business, you shouldn’t be in the games business. It’s just kind of part of being in games publishing. You can’t take something that, that you started on - this isn’t a Redfall-specific conversation - but we will build games that review int he high 80s, and we will build games that review in the 60s. ![]() We had a creative vision and did we realize that vision through the game we created? That’s not a delay question if the answer is no. “If a think about a team’s execution on a game. His thoughts on this topic are worth quoting at length. According to Spencer, the latter doesn’t solve the core problem. Either Xbox chooses to release the game in the state it exists (flaws and all) or it delays Redfall in the hopes that more time will help the final product come together. “Just to kind of watch the community lose confidence, be disappointed, I’m disappointed, I’m upset with myself.”īut when it comes to Redfall, the options were slim. ![]() “There’s nothing more difficult for me than disappointing the Xbox community,” Spencer tells Kinda Funny. This is something Spencer is well aware of. This stumble is an alarming failure for Xbox, which hasn’t had a major AAA game since Halo Infinite. ![]()
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