00:04Il nostro corso di QTSS
00:05Quando abbiamo avuto il nostro corso
00:07il nostro corso di sviluppo
00:08l'anno scorso l'anno scorso
00:10una delle sue problematiche
00:11è la fine del lato del lato
00:18Il nostro corso di QTSS
00:19è stato per la prima volta di 2es12
00:22e è stato lo che abbiamo discutito con la VALVE e altri
00:24però il 2es12 è stato fatto
00:26e il nostro corso non è stato fatto
00:30We were struggling with performance, with crashes, and it was a very difficult time for us to actually try and
00:37piece together a build that we could actually release.
00:39So many moving parts, you don't want to carry on with really aggressively different new areas of development because those
00:49could potentially break it.
00:50So you're trying to focus, so it's a very tense time during the development to actually pull that together.
00:56As part of that process as well, we were kind of worried how the community would react.
01:02We knew that people wanted to see results and that based on the community's support of the concept, they kind
01:10of deserve to see results.
01:26I remember leading up to the end of development, I didn't know how I would feel or even what I
01:32would do.
01:36It was a moment that I knew was coming for a long time, but you never quite expected to reach.
01:42And I remember when we first turned it on live, the community just went crazy.
01:46They'd wanted to see this, and I think they were just elated to have the chance.
01:50For me, DayZ really is not as much about creating a living, breathing world as it is understanding that the
01:58lure and the draw of DayZ, what makes DayZ special, is that it is different every time.
02:04Is that Verne?
02:06You said it when you can't see it!
02:12I heard that shot!
02:15No! No! No!
02:18Oh, shit!
02:20What the fuck?
02:22What the fuck?
02:24The value for us for early access for DayZ is that we're able to take things such as metrics and
02:29user data, as well as a combination of watching how the people actually interact with the systems that make it
02:35to Experimental and Stable Branch, and adjusting the design based upon that.
02:39So, in effect, you could almost say that we've got nearly three million user research designers, people that shape the
02:47way DayZ is,
02:48what DayZ is, based upon how they play it.
02:51I mean, when DayZ released, we were crazy about watching as much of the community content as we could.
02:57We've got items, discount prices, best sales at Barrazino, we've got bags, we've got books, we've got propane tanks, and
03:04we've got fire extinguishers, what would you like?
03:06It's the player interactions. Your story is different, you meet different people, you are in different situations, different choices to
03:16make.
03:16What makes DayZ really unique is it is effectively not as much a game world as it is a tool
03:23set for dynamic experiences.
03:26People shape what the game is for them based upon their actions and how they play it.
03:52The real draw of DayZ is a combination of the risk of losing everything, or potentially coming out on top
04:00and winning everything,
04:01and a combination of the fact that the game is never the same because you never really know how the
04:07person you come across is going to interact,
04:09or whether or not you've made the right decision by avoiding said person.
04:14DayZ is never the same because those who play it and how they play it are never really the same.
04:19Every time you spawn in a new character, every time you join a fresh server, your experience will be different.
04:30DayZ is never the same as you enter front of a new character.
04:40Grazie a tutti.
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