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Pragmata took a lot of playtesting, refinement and feedback and it paid off

Pragmata was announced a long time ago and many had thought the game canned due to its no show at various large game conferences. Thankfully, that turned out not to be the case and whatever the development team did paid off as the final product was top-notch. One of the things that the developers at Capcom really wanted to nail down was the controls as they are split between shooting and hacking.

The game’s producer Naoto Oyama said it was important to get this right as “there’s only so many buttons on a controller.” The controls needed to be simple and intuitive and not cumbersome. Because of this the game spent a lot of time in playtesting being refined and getting feedback to make sure that the controls felt as natural to the player as possible. He admits that “balancing all this was very difficult” but it ultimately worked and naturally the team “got great results” with the end product.

“There are only so many buttons on a controller, so we’ve worked to ensure the controls are simple and intuitive. In the early stages we’ve limited the maximum number of enemies that appear at once and slowed down their approach speed, so that players can get used to the basics of hacking and shooting at the same time. As the game progresses and players become more accustomed to the controls, new weapons and actions are unlocked, while the number and strength of enemies change, so players gradually get used to performing multiple actions simultaneously.

Balancing all this was very difficult, and took a lot of playtesting and refinement, including regu”larly getting feedback from first-time players. I think this approach worked and we got great results.”

13 thoughts on “Pragmata took a lot of playtesting, refinement and feedback and it paid off”

  1. It did! I don’t normally like shooters but decided to give it a shot and enjoyed the demo, and now am loving the full game!

    1. They are products. Saying dumb shit like that is why gaming is in such a bad place now. By your logic I guess 2K is a work of art better not hear you losers cry “slop”

      1. So what do you think they are, exactly? And how, as advocates of the idea that video games are art, have they ruined the gaming community?

    2. Of course thats products. When theres one single piece of a game that the creator might not even be interested in earning money with and creates it for sake of creating it, then we can talk about it being more art than product. But as long as there are studios and publishers involved and its still all about profit margins and sales figures, its absurd to think its primary art.
      I mean it speaks for the product if you think that and of course theres a lot of artistic achievement involved. But its definitely not an artpiece. No artist involved would see it that way.

      1. I don’t want to disappoint you, but the argument that they’re created to make money is a really weak one.
        I mean, movies, for example, are also made to make money—does that mean movies aren’t art either?

  2. Game is a big budget AAA game with a ton of marketing released on all platforms only selling around 1 million. Flop!

    1. I’ll let you in on a secret: this rule applies to all forms of art—whether it’s movies (if a movie doesn’t make enough money at the box office, consider it a flop), books, manga, comics, and so on.

  3. I’m going to continue commenting on this site about how awful modern Sonic is, and there isn’t anything you can do to stop me.

    For every comment you delete, I’m going to post two more. Every email address you ban, I’ll make two more.

    The truth will not be silenced, the pathetic mods of this site are moronic control freaks.
    Time to give them a reality check. I invite everyone else who’s sick of censorship to join me.

    1. If you don’t like that this site posts stuff about Sonic, well, then get off this site and go hang out on some other Nintendo fan site.

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