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Ultimate Game Design : Building game worlds

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� The <strong>game</strong> is feature-complex but somewhat hollow in moment-to-moment<br />

content<br />

� The design itself is too wide in scope or span and forces an out-of-balance<br />

play situation<br />

The items mentioned here are just a survey of the kinds of considerations and feedback<br />

issues that a <strong>game</strong> development team commonly deals with. Many specific examples<br />

of these items are written up into formal bugs, while others are considered<br />

topically or conceptually. Many of these issues, despite several attempts to resolve<br />

them, continue to plague or gnaw at developers throughout the entire development<br />

cycle for any given <strong>game</strong>.<br />

Listening to Feedback<br />

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

Feedback isn’t very useful if it doesn’t make its way back into the <strong>game</strong>. Hard feedback,<br />

in the form of solid and obvious bug reports, takes priority. If you have a bug<br />

that is crashing the <strong>game</strong>, characters that are inexplicably stuck in the wall or floor,<br />

or an inventory update error, the reason to fix these problems is clear: it impairs basic<br />

<strong>game</strong>play.<br />

It’s the softer forms of feedback that often remain ignored, for many reasons.<br />

These softer forms include differing player reaction to <strong>game</strong>-wide difficulty, levelspecific<br />

navigation issues and preferences, and a somewhat personal or subjective<br />

reaction to level layout, pacing, and continuity over many levels. Developers spend<br />

large amounts of time building up the play experience for a <strong>game</strong>, and many find it<br />

hard to take strongly voiced or constant waves of criticism. It’s entirely understandable.<br />

You’ve just spent five weekends in a row at work, only to hear that the <strong>game</strong> still isn’t<br />

testing well and still isn’t getting favorable feedback from testers (or, even worse,<br />

from any number of other armchair critics). As I’ve tried to make clear, some criticism<br />

and feedback is useful, and some is not. You just have to learn to be a good feedback<br />

filter. Good producers always try to shield their team from unproductive or unsettling<br />

“mission-irrelevant” feedback.<br />

To the extent that it’s possible, developers shouldn’t take pattern criticism (where<br />

“the many” comment on the same potential problem) personally. Pattern criticism<br />

should be evaluated quickly because it is a potential red flag. If several people are<br />

voicing similar concerns or frustrations with the play experience, you must work to<br />

reverse these negative patterns. It’s okay if an idea you fell in love with for a level section<br />

isn’t really panning out. It doesn’t prove that you’re a bad designer. <strong>Game</strong> design is<br />

fundamentally about experimentation, evolution, and risk. More likely, it means<br />

that you took a chance and can use what you’ve learned as a result to help inform<br />

your future ideas. In the observation of player feedback, you can learn to build your<br />

gaming intuition.<br />

177<br />

Quality Assurance and Play-Test Feedback

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