I've been really really enjoying this course... Huge thank you to @AbleGamers for putting this together. There have been so many enlightening moments during these past few days, and I'm learning so much... Every studio everywhere should do this training. Seriously.
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I think I shutter a little whenever I hear someone explain “how you’re supposed to play” to someone doing something when they are already having fun playing the way they are playing.
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Totally this. And Steve mentioned this too - I don't care if I've died 43 times, I got 2 kills and I'm having a great time. Don't tell me how to play. If I'm having fun, that's the whole point. Nothing else matters.
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As a young games student I participated in a test where the game designer nudged me to play a certain way/feature - that way felt very wrong to me, the way they designed it. I had fun without it - he insisted it would be more fun
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That kind of defeats the purpose of a play test too... The entire reason we test is to see how players play and learn from them, to guide how we make games. (Also, that's bad tester technique. You shouldn't be "leading" your test subjects.)
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It wouldn't be a task of the developer to tell you how to play, that would make the game as interactive as hitting play and stop in a video. Rather, they create the rules of interactivity within the game world, such as mechanics and level design.
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This is a good argument to use also for people who stream and back seat gamers go " but you are supposed to do it this way" BUT IM HAVING FUN AND SUCCEEDING!!
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A designer/developer can choose kinds of 'fun' to actively support and point to. (This doesn't contradict that point, to my eye. It's an 'and', not a 'but'.)
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Wydaje się, że ładowanie zajmuje dużo czasu.
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| MCV Pac. Top 50 Women in Games | ADHD | she/her | 