Posted November 17, 2015
I can't find anexact quote right now, but they said one of the most important examples for Doom as an FPS games was Eye of the Beholder.
Size of the team matters not when playtesters are stupid. Examples: Portal 2 was going to be a different game, with a different setting, but playtesters complained there was no GLADOS and no portals applied like in Portal 1. Valve changed it, and we will never know what could have been.
Even worse: Dishonored was going to be a faithful Thief remake but playtesters thought it was hard. They had to make it easier, and the game lost its identity in the process.
javier0889: But you assume past times were better. That's a different case of nostalgia goggles, more subtle than the usual. Doom is just an Eye of the Beholder clone (admitted by id themselves) and far from the innovative piece of tech people makes it to be. It's still a very good example of game design though.
andysheets1975: Not to speak for the guy, but I don't think that's precisely what he's saying. What he's saying is more along the lines of auteur theory - that, good or bad, the personality of the creator can be glimpsed through the work. That generally works better with smaller projects that aren't focus-tested as much, although it can still apply to blockbusters in the right circumstances. Even worse: Dishonored was going to be a faithful Thief remake but playtesters thought it was hard. They had to make it easier, and the game lost its identity in the process.
Post edited November 17, 2015 by user deleted