I’ll see you around, StarFam, and who knows, maybe one of you will be the next designer we welcome into the team? I certainly did while making this quest chain! The game is huge, and so are the possibilities for what we can make in it, so I’m excited for what I’ll get to create in the future. I hope you’ve enjoyed tagging along for this short journey, and that you’ve learned something new. Designers play through the chain together and QA (quality assurance) work their magic and go through every detail of what I’ve made, and when they deem the quest chain good and stable enough it is ready to be set free, released into the game and into your hands as players. When everything is working and finished it is time for testing, testing, testing. To do this I talked to, and got feedback from, people from all areas of the game: sound, UI (user interface), art, and more! We also have dedicated writers who help out with the text for the quests, and who make sure the text is sent for translation to all 14 languages the game is available in! You can build a house out of planks taped together with duct tape, but you should probably use nails to make sure it lasts longer and is more stable. When I had got things working it was time to make things work well. This is a great way to get feedback on the flow of the chain and the content, without having to throw away a lot of work if you have to change things! You can think of it as a first sketch that’s then used to make the finished product. To make sure everything works together and functions properly I started with a very barebone version of the quest chain, with a lot of placeholders, before fleshing it all out into its proper shape. The help of other designers was invaluable when learning how to wrangle it, and they handled all my “how do I…?” questions like real champions! It’s what we use to add basically everything besides pure code, and it’s as old as the game and just as quirky. The editor is the software we use to implement content into the game. And then “what character do our players want to see more of?”, and so on and so forth… I also played the game a lot and talked to our other designers to make sure that what I made would fit the tone of the game and resonate with you, the players! For me, since I want to learn as much about the game mechanics as possible, the first question I asked was “what can I do that touches upon many aspects of the game, but still feels fun?”. The question varies and can be everything from “how do we make this race more interesting?” to “what should the focus of this festival be?”. Every designer has a different approach as to how they come up with, and make, content, but I usually start with a question.
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