@smugumin@poa.st https://www.dota2.com/newsentry/537722458840500111 > We hope this behind-the-scenes look at the Dota team getting a minigame up on its feet gave you a better idea of our process — and didn't just make you stare at this blog post in horror with the revelation that we're making it all up as we go along. But really, we hope it proves that game design isn't some mystical art by game-making geniuses steepling their fingers in dark rooms, but an iterative process of trial and error driven by data and anxiety and playtesting and failure and playtesting and more failure and more playtesting.
Between the Lanes: Nest of Thorns
Welcome back to Between the Lanes, a blog feature where members of our development team walk through some of the challenges, bugfixes, and occasional happy accidents we encounter while working on a game as unique as Dota. During an event as massive as Crownfall, we got to try a lot of experiments — overworld maps, branching storylines, hero-themed tokens, minigames, comics, pixel art, and other ideas we’d been eager to explore for years.