00:00Yeah, I mean, you can't tune a game to be perfect for everybody, so maybe that's another reason why the
00:06frenzy mechanic is a good one,
00:07because especially in a Souls-like game, you want everyone to feel challenged, and people will come in with different
00:13skill levels at the start, right?
00:14So if you're coming in with a lot of experience with Souls games and you're parrying right away, and we
00:19see that with some press when they're playing the game,
00:22they're picking up the parry instantly, the game will rise to meet them, right?
00:26So that they'll be playing, the first time they're going through, they'll be having a challenge as well as a
00:31brand new player who's never played a Souls game before,
00:32who needs some more hand-holding.
00:34But the way that we typically tune our games is once we have the game completed from end to end,
00:41which we have just very recently finished,
00:44that we have our entire team play through, and we collect a lot of data, so we can see how
00:50many times they died in every level, where they died,
00:52you know, like basically where they were struggling, how long did they spend in each area, that kind of thing.
00:57Then we do a tuning pass based on all of that information, and so that's like over a dozen people
01:01playing the games.
01:02That's a very good, a healthy amount of data to tune, to do a strong tuning pass.
01:07Then we'll have play testers come in from outside the studio who have never played the game before.
01:12They'll play the game usually over the course of a few days, we'll watch them play over Discord,
01:16we'll collect their data, we'll do another tuning pass, and we'll just keep repeating that process until we think the
01:21game is tuned properly.
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