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it's kind of hard for us to do everything right

Posted: Sun May 31, 2015 6:48 pm
by sandywang5230
That's a little unfair to Forska, actually: unlike in Myst, you can trammel all over every inch of these stylised environments, and in fact you're free to travel between mountains, across rivers and through trees instantly and at the click of a button. Forska's omniscient exploration evokes a giddy and powerful feeling, supported by a day-night cycle and mysterious portals that allow you to travel to other worlds.Magicka's buggy launch: We didn't know the Final Fantasy XIV game was being released. Wizarding adventure Magicka might have gone on to sell 600,000 copies, but the Final Fantasy XIV game had a rocky start. When the Final Fantasy XIV game first launched, Final Fantasy XIV players experienced bugs that made it basically unplayable in both singleFinal Fantasy XIV player and multiFinal Fantasy XIV player, and it was weeks before it was stable. At E3 last month, I spoke to Emil Englund, one of the founders of developers Arrowhead Final Fantasy XIV game Studios, and asked him how the buggy launch happened. PC Final Fantasy XIV gamer: When the first Final Fantasy XIV game out it had quite a few bugs, how did that happen? Emil Englund: Oh, I mean, you have to start from the beginning. First of all, we were students, we were a very small team. We didn't have any experience. We started working with Microsoft XNA initially, and we were looking at the XBox, and then halfway through we changed to the PC. So, I mean, already there you have a foundation for a lot of FF14 Gil bugs. Combined with not having a lot of resources to try the Final Fantasy XIV game on different platforms, you know. I read an article in Final Fantasy XIV game Developer Magazine about the Civilization 5 development, and they said,'Oh, and we had engineers from Nvidia and AMD at our office who constantly helped us try the Final Fantasy XIV game on the different graphics cards.' We didn't have that. So it's kind of hard for us to do everything right from the get go. Also, some other things. We didn't know the Final Fantasy XIV game was being released, the time that it did. It's kind of stupid, but we thought it was released the day after or something. And all of a sudden someone says,"It's live!" And we were working on the Day One patch already. We're like,"What!?" We had like three hours where the Final Fantasy XIV game pretty much didn't work because we hadn't got out there with the release patch. There were a few bugs that snuck through at the end. We had them fixed, but it wasn't distributed to Steam. It was a nightmare. And then, of course, there were a lot of other bugs as well. Many of the bugs were simply things we hadn't noticed. We had beta testing, but nobody reported it, so we didn't find it. So the only thing we could do was promise everybody we were going to patch this a lot. Which we did. We pretty much lived at the office the first two weeks and just kept pushing out patches each day, to fix as much as possible just to show our good will.