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In-depth: Designing for the untestable

In this reprinted #altdevblogaday in-depth piece, Jagex’s lead designer Claire Blackshaw shares five rules for how game developers can design for the untestable scenario. Sometimes you’re asked to design for the untestable scenario. For instance, design a system for 10,000 players to asynchrously interact in a persistent competitive world with progression mechanics that plays out over 3 months. Disclaimer: The entire time you are reading this, remember one basic truth or else everything else contained …