gamasutra.com - 10/19/2009
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Batman: Arkham Asylum 's 2 million-unit success was aided by "doing less," says Rocksteady's Sefton Hill -- ensuring a higher quality for fewer elements. There are "too many games out there that deliver lots of average content," Hill tells us in an in-depth new feature interview on the ...
gamasutra.com - 10/19/2009
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gamasutra.com —
As far as comic book superheroes are concerned,
Batman is quite a multifaceted fellow. He's not only...
a skilled martial artist who can effortlessly beat the pulp out of thugs with his fists, but he's also a world-class sleuth and a tech whiz rolled ...
(more)
Features - Rocksteady's Sefton Hill Unmasks Batman: ...
sarcasticgamer.com - 10/23/2009
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sarcasticgamer.com —
"Yeah, Jim, I think we've got this one
wrapped up this year." This is going to be...
an interesting year, because I get the feeling that the list of titles up for the ever-so-prestigious Game of the Year could be rather long. But more importantly, I also feel that the battle lines ...
(more)
“Game of the Year”: Single Player vs. Multiplayer
thatvideogameblog.com - 10/21/2009
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thatvideogameblog.com —
According to Rocksteady’s Sefton Hill, Batman: Arkam Asylum
has moved more copies by including fewer features. “It’s...
easy to see how people fall into the trap of having so many features. It’s natural to equate features with quality, because that’s all ...
(more)
Batman’s success attributed to quality over quantity
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Rocksteady - its better to have a small amount of high-quality features than a ton of average features
GoNintendo —
... of the day. There are too many games out there that deliver lots of average content.” - Rocksteady’s Sefton Hill
I think this is the problem many developers fall into. They try to cram a ton of content in their game, and then the end result is an overflowing pot of average fun. If developers were to focus more on key gameplay elements that really stand out, the final product would be a much more polished and memorable one.
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Batman’s success attributed to quality over quantity
That VideoGame Blog —
... “It’s easy to see how people fall into the trap of having so many features. It’s natural to equate features with quality, because that’s all you’ve got to go on at the beginning of the project,” he said in an interview with Gamasutra. “Quality can be a little bit harder to quantify…I think it’s easier to say, ‘All these features are going to make it great,’ rather than, ‘We’re going to have less features, but those features are going to be really good.’ It’s ...
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