Search results
Jul 28, 2023 · Postmortem game analyses are reliable ways for everyone to take a step back after the release day’s dust has settled. It gives both gamers and game developers the chance to breathe and examine what went wrong and what went right. Why Is It Essential for Gamers and Game Designers?
Jul 17, 2003 · Typically, it's a document written near the completion of the project (or shortly thereafter) by one or more people on the team, who gather information on what happened over the past eighteen months or so during the game's development. The postmortem is designed to document what went right and wrong during the game.
My understanding is that a Post-Mortem is a summary of positives and negatives and how the design/development of the game fared based off of those. I have seen a post mortem created by the lead designer on Diablo 2 - which wasn't a failure.
Jul 4, 2007 · Game Developer Magazine's postmortem objectives offers a helpful template for conducting a postmortem yourself: The bulk of the [postmortem] should revolve around the "5 wrongs, 5 rights" concept: Explain what 5 goals, features or aspects of the project went off without a hitch or better than planned.
Mar 13, 2015 · 10 seminal game postmortems every developer should read. A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
- Alex Wawro
Sep 19, 2013 · In this post, I've collated some of my favourite post mortems, game design documents, and design analyses for mainstream games, from Mario, Sonic, and Zelda to MGS2, The Sims Social, and Portal.
People also ask
Should a game have a postmortem?
Should you do a postmortem game analysis?
Do postmortem games have negative connotations?
Should you read game development postmortems?
How do you write a postmortem?
How many classic game postmortems are there?
First some links not about failure, but relevant because they're very recent and about puzzle games specifically: Verge article about Mixolumia. SNKRX post-release log. Not a failure, but the dev has a section specifically talking about what elements held the game back from being more successful.