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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

170<br />

U L T I M A T E G A M E D E S I G N<br />

in the <strong>game</strong>play bug category. Testers offer many suggestions. Quite regularly, they<br />

offer far more suggestions than any developer can address. Here’s a critical point: it’s<br />

very important for <strong>game</strong> designers to watch for patterns in these suggestions.<br />

If testing feedback is starting to show that several testers are having problems with<br />

level difficulty, navigation, puzzle solving, item location, order of events, and so<br />

forth, it’s time to take a closer look at the feedback from a design perspective. You<br />

must always pay attention to the fundamental problems players are reporting. This<br />

does not mean comments from testers such as “I wish his armor had more blue in it”;<br />

rather, look for comments like “Every time I reach the hydro facility section of the<br />

map, I can’t find my way back out” or “I can’t get 25 percent of the way into level 2<br />

without dying several times.” These are potential red flag issues.<br />

Just like the <strong>game</strong> audience, testers vary in <strong>game</strong> skills. It’s best to have a diverse<br />

test department staffed with extremely advanced players, semi-advanced players, as<br />

well as relative newcomers. Remember, as the gaming audience grows, the widening<br />

gap of <strong>game</strong> exposure and skill level grows accordingly. You want to give your title<br />

the chance to be enjoyed by the widest range of players possible.<br />

You must build a good relationship with your testers and rely on them. <strong>Design</strong>ers<br />

usually aren’t good tester candidates, even if they came up through the test department<br />

and know how to test a <strong>game</strong>. They are too familiar with the idiosyncrasies of how<br />

their <strong>game</strong> plays, and often assume that others have a similar level of familiarity (but<br />

they don’t). Also, their ego is often attached to the content and they will look over and<br />

play over parts of the <strong>game</strong> that others might find problematic or even bothersome.<br />

Technical Support<br />

Part of your design planning extends as far in scope as technical support issues. For<br />

console titles, the publisher will request information (for example, cheat codes, level<br />

walk-throughs, and so forth) from the developer to assist players that may call with<br />

<strong>game</strong>play-related questions. For PC titles, <strong>game</strong> patches and updates will require<br />

web support and release control. You may also be asked by the publisher to extend<br />

the title with expansion packs, including new characters or vehicles with new abilities,<br />

weapons, and environs.<br />

Part of maintaining a good relationship with your player base involves providing<br />

useful and timely information to support your <strong>game</strong> titles (such as regularly updating<br />

1-800 player counselors, and offering solid web support). If you plan to add features<br />

and functionality to a <strong>game</strong> post-release or predict that you may be asked to do so by<br />

the publisher, then don’t forget about the impact that your design choices will have<br />

on technical support requirements.<br />

Maintaining solid customer relations helps insure a future audience for your <strong>game</strong><br />

titles. Many developers and publishers are known by their recognizable <strong>game</strong> titles, so<br />

players should not be left stranded for information once they have purchased a <strong>game</strong>.

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