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Ultimate Game Design : Building game worlds

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C H A P T E R 7<br />

with no chance of escape. They might also try firing multiple weapons at<br />

once, using crazy button combinations, and attempting other unusual moves<br />

in an attempt to break the <strong>game</strong> with an overload of input data.<br />

� “See if you can get out of this!” Testers are given a particularly unusual<br />

and often difficult saved-<strong>game</strong> position and are challenged to see if they<br />

can “get out of it.”<br />

PLAY-TEST FEEDBACK<br />

Play-test feedback will be directed at your design team from a number of sources. It’s<br />

important to begin to understand how this feedback is digested, relayed back to the<br />

design team, and used in <strong>game</strong> development. Among other possible sources, play-test<br />

feedback will come from the following:<br />

� A licensor’s representatives<br />

� A publisher’s producer and play-test team<br />

� Marketing representatives conducting focus groups<br />

� Development team members<br />

� Art directors and other designers<br />

� Magazine and web site previews<br />

� Your own independent test team<br />

Note that a licensor’s representatives are those who are responsible for protecting<br />

the image and quality of a work owned by an intellectual property rights holder<br />

(IPRH); in other words, the owner of any content in your <strong>game</strong>. For example, if<br />

you’re creating a <strong>game</strong> starring The Simpsons, expect Fox and Matt Groening to be<br />

very particular about how the characters are portrayed.<br />

As you can see, play-test feedback comes from a number of sources. How do you<br />

manage all of this play-test data? Well, from a practical standpoint, it’s important to<br />

be able to track each important issue and respond accordingly. Of course, ultimately<br />

the only kind of play-test feedback that is really valuable is the kind that actually<br />

improves the play of your <strong>game</strong>. You have to guard your <strong>game</strong> like a protective<br />

mother. If the feedback does not look likely to improve the <strong>game</strong>, it is often more<br />

harmful than helpful. This is why, at all times, you need to maintain that clear mental<br />

vision of your <strong>game</strong>’s heartbeat (the shared team vision established at the onset of<br />

production, which should stay true to its origins as it evolves).<br />

173<br />

Quality Assurance and Play-Test Feedback

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