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Ultimate Game Design : Building game worlds

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you. Developers handle each of these feedback streams differently, some placing<br />

more or less emphasis on any one of the categories mentioned here.<br />

As a developer, you must keep the licensor impressed with your handling of their<br />

characters and <strong>worlds</strong>. You must develop the best publisher relationship possible.<br />

They are your client, your partner in success or failure, and a source for future work<br />

building more <strong>game</strong>s. If you don’t deliver, they will find another developer. Feedback,<br />

requests, criticisms, directions, and demands from each of the remaining categories<br />

must be considered on a case-by-case basis. This is where ranking and priority based<br />

on the substance of the feedback (and what it suggests about the playability of your<br />

<strong>game</strong>) must be gauged and acted upon.<br />

Managing Feedback<br />

People seem to ask for the impossible on a regular basis. When this is clearly the case,<br />

it falls by definition to the bottom of your feedback list, or maybe it’s not even entered<br />

into your notes. How do you handle all of this information? I use a template set up in<br />

Microsoft Excel to enter and track feedback from each of these disparate sources as it<br />

gets directed toward the design and production team. This feedback is kept separate<br />

from a bug database, unless the feedback given is itself an actual bug. In this case, a<br />

full bug report is written and entered into the bug database.<br />

Hopefully by now you realize that an enormous physical amount of feedback will<br />

be coming at your design team. I’ve suggested a priority, ranking, and triage system<br />

for handling it at the top level. At the same time, during development, there is a parallel<br />

and more intimate feedback loop that exists. This loop focuses on the play feedback<br />

discussed amongst the actual development team.<br />

Development Team Feedback Loop<br />

The programmers, artists, designers, testers, audio engineers, producers, and writers<br />

all perform their craft, but they also test the <strong>game</strong>. They watch it come to life slowly,<br />

day after day, for a couple of years (in some cases!). They are trying to guide the <strong>game</strong><br />

in the right direction—the direction established as the vision for the <strong>game</strong>. This process<br />

itself becomes an interior feedback loop or team loop, and is probably the most powerful<br />

one. If a team were to try to please everyone’s random request, the <strong>game</strong> would<br />

never be completed—and wouldn’t work cohesively if it could be completed.<br />

You have to filter through all of the extraneous feedback and reconcile it with the<br />

team loop. This is rarely easy. The following are the kinds of issues that must be<br />

addressed at the team loop level:<br />

� Item placement needs work<br />

� Item powers are not working as intended<br />

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

175<br />

Quality Assurance and Play-Test Feedback

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