Michael (@MikeBarryM) header
Michael (@MikeBarryM) profile picture

Advanced Gameplay Programmer at @WBGamesMTL (prev. @GothamKnights). Stylin' & compilin'. he/him

Montreal, Quebec
Joined September 2012
Hello my friends, I'd love to find you in the other place. Let's see what the vibes are like.
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Like music theory, game design analysis is descriptive, not prescriptive. It's useful to dissect why a game works, to help inform your decisions in the future.
Like 95% of game design essays look at a completed game and try to explain the design choices from that perspective. But games start as a blank project file and get built up iteratively from that. If you're trying to MAKE games, you need to view design as a process, not a result
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"You nearly had me, Raziel. But this is not where, or how, it ends. Fate promises more twists before this drama unfolds completely." New Soul Reaver statues from @DarkHorseDirect
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I have been a Death Stranding fan since day one but I can't stand the fact that the pause menu is tied to character animation. I get that the controls are awkward and clumsy on purpose but the pause menu is a step too far. Let me pause instantly at any time.
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This is how MBAs killed the games industry. Everything is analytics. Lagging indicators predicting the future. The realities of day-to-day development are lost. They see games as betting opportunities, not realising that more money in = staff bloat = lower productivity (quality).
This is a long thread about Square Enix, the Microsoft layoffs, AI, and Metcalfe's law.
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I was on Soulja Boy's GameBattles team #SODMG
Share a piece of lore about yourself
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I'm using this the next time a jobber tries to sabotage my design.
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It's not just Xbox, this is the same story across most of the recent shutdowns and high-profile failures. Publishers need to learn who to trust with their resources, and how to detect this particular pattern as soon as it starts.
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This is a failure of leadership. When your creative leadership lacks the competence to direct great gameplay, they'll immediately start pouring resources into presentation (art, audio, animation, cinematics). Publishers should know this is a red flag and stamp it out immediately.
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I'm tired of hearing about all the time and money wasted on 5-10 year projects that don't even ship. If your gameplay isn't undeniably good after 1 year, you need to stop before it costs people their jobs. Stop putting tens of millions of dollars into art before you have a game.
How we feeling about Xbox today?
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