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By Bill Fulton
[Author's Bio]
Gamasutra
March 21, 2002

Psychological theories

Common game design feedback systems

Designing a better feedback system

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This feature originally appeared in the proceeding of Game Developers Conference 2002


2002 GDC Proceedings
CD-ROM
Price: $150.00 + S&H

 

 

This feature originally appeared in the proceeding of Game Developers Conference 2002


2002 GDC Proceedings
CD-ROM
Price: $150.00 + S&H

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Beyond Psychological Theory: Getting Data that Improves Games

Common game design feedback systems and their limitations

There are many feedback systems that designers use (or, in some cases, been subjected to). Most designers, like authors, recognize that they need feedback on their work in order to improve it-- few authors have reason to believe that their work is of publishable quality without some revision based on feedback. I'm going to list the feedback systems of which I am aware, and discuss how good of a feedback delivery system it is. There are two main categories of feedback loops: feedback from professionals in the games industry, and from non-professionals (i.e., gamers). While these sources obviously affect each other, it is easier to talk about them separately

Feedback from Professionals in the games industry
There are two main sources of this kind of feedback:

  1. Feedback from those on the development team. This is the primary source of feedback for the designer--people working on the game say stuff like "that character sucks" or "That weapon is way too powerful." This system is useful because it ably suits criteria two through four (the feedback is very timely, granular enough, and easy to get), but still leaves the designer with a question mark on criteria one--how many gamers will agree that that weapon is way too powerful

  2. Feedback from gaming industry experts. Game design consultants ("gurus"), management at publishers, game journalists, etc. can also provide useful feedback. While their feedback can often meet criteria three (sufficiently granular), criteria two (timely) is sometimes a problem--long periods can go between feedback, and recommendations can come after you can use it. And the designer is still left with questions about criteria one (accurately represents gamers), although some could argue that they may be more accurately representing gamers because they have greater exposure to more games in development.

So while feedback from professionals is the current bread and butter for most teams and definitely nails criteria two, three and four, it operates a great deal on faith and hope on criterion one--that the feedback from industry professionals accurately maps onto gamers' opinions. The reason this assumption is questionable is perhaps best illuminated by a simple thought experiment--how many games do you think a typical gamer tries or sees in a year? How many do you think a gaming industry professional tries or sees? They are probably different by a factor of ten or more. Gaming industry professionals are in the top 1 percent in knowledge about games, and their tastes may simply be way more developed (and esoteric) than typical gamers' tastes. While some professionals in the industry are probably amazingly good at predicting what gamers will like, which ones are they? How many think they are great at it, when others disagree?

So while feedback from industry professionals is necessary when designing the game, they may not be the best at evaluating whether gamers will like something. In the end, they can only speak for themselves.

Feedback from Non-professionals
Game teams are not unaware of the problem of their judgment not always mapping onto what most gamers really want. Because of this, they often try to get feedback from those who are more likely to give them more accurate feedback, and the obvious people to talk to are the gamers themselves. Some common ways that this is done are listed below, along with some analysis of how good a feedback system it is according to the four criteria.

  1. News group postings/Beta testing/fan mail. This is reading the message boards to see what people say about the game. The main problem with this as a feedback system is with criteria two (timely). The game has to be able to be fairly far along (at least beta, if not shipped) in order to get the games to people; typically, that feedback arrives too late to make any but the most cosmetic of changes. Also, the feedback often runs into problems of not being sufficiently granular to take action on. ("The character sucks!") But at least this kind of feedback is relatively cheap in both time and money.

  2. Acquaintance testing. This is where you try to get people (typically relatives, neighbor's kids, etc.) from outside the industry to play your game and give you feedback. This feedback is often sufficiently granular and may be relatively accurate, but it is often not that timely due to scheduling problems, and can be costly in time.

  3. Focus groups/Focus testing. This kind of feedback system is typically done by the publisher, and involves talking to small groups (usually four - eight gamers) in a room about the game. They may get to see or play demos of the game, but not always. One typical problem with focus groups is that often tend to happen very late in the process when feedback is hard to action on (not timely) and not sufficiently granular. The costs for focus groups can also be quite high.

This approach has potential to be useful, in that it involves listening to gamers who aren't in the industry. However, there are many pitfalls to this--It is often dubious as to how accurately the feedback represents gamers due to the situations themselves (only certain kind of people post messages, people feel pressured to say positive things, the people running the test often lack sufficient training in how to avoid biasing the participants, etc.), and the relatively small number of people. How to minimize these concerns and create a feedback system that works on all four criteria is discussed in the next section.

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Designing a better feedback system


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