GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 20, 2013
 
High Moon / Activision
Texture Artist
 
Insomniac Games
FX Artist
 
2K Marin
Lead Network Programmer - 2K Marin
 
Bluepoint Games, Inc.
Senior Graphics Programmer
 
2K Marin
Lead AI Programmer - 2K Marin
 
Wahoo Studios, Inc
PR and Marketing Director
spacer
Blogs

  New School Blues Dev. Diary #33: Playtesting Changes
by Mike Doucet on 03/06/13 11:58:00 am
Post A Comment Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

Based on feedback from beta testing, we’ve recently made a few changes to NSB.  Most were cosmetic so while they weren’t too complicated, they  were at times time-consuming.  Some though, were directly tied with the game’s design and needed a slight overhaul.

For example, there’s a particular puzzle that players just found themselves scratching their heads a bit too much at during testing.  Things went from “challenging brain-teaser” to “exercise in frustration” over time.  This is the last thing you want as a game designer, so we knew we had work to do.

image

Luckily we caught this before losing anymore laptops

Without getting into spoilers, the issue was players weren’t given enough clues to know what to do, and when the solution was known, most felt it was un-intuitive and illogical.  In other words, it didn’t make sense.  Players often said “how was I supposed to know that?” after solving the puzzle.

Our first solution was to change the environment cosmetically to give more hints as to where the player is supposed to do something and with what.  We hoped using color or composition to distinguish the area with a bit more detail would help draw the eye.  The result was now players knew to interact there, but they still didn’t understand the logic (i.e: “Ok I know that’s important/that worked, but why?”.

image

“Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy?!?!?!” - YoyoBolo Tester

This meant going back to the original design of the puzzle and making tweaks to improve intuitiveness.  The not so good part was that obviously took more time, but the good part was it was so worth it.  Since designing and implementing a more logical contextual cue, we haven’t received any negative comments about the puzzles.

Stay tuned for more behind the scenes adjustments on NSB!

 
 
Comments


none
 
Comment:
 




 
UBM Tech