💥 What metric or combination of metrics best represents if a player is perceiving a game as fun?💥 How can you ensure a game with a "frustrating fun" difficulty is still fun and not just frustrating as your dev-team might get better at the game than a given player playing the same area?💥 How do you make sure that the very core of a features is as fun as it can be and how all the details come together?Our guests: Marcus Bodin, Senior Producer at Mojang Studios, Tobias Remmers, Producer at Starbreeze, Eduard Lopez Plans, Studio Head at IO Interactive and Robin Cederholm, Senior Producer at Coffee Stain Publishing answer these questions and more.
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