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How much trial and
error stuff do you have to do to figure out what casual players are actually going to
be able to grab on to?
JK: Well, we do a lot. There's definitely a great deal of
testing -- like we mentioned the mom test, where you show it to your
mom, but frankly you can do that with anybody.
You can go grab somebody down
the hall, somebody from accounting, somebody who doesn't play games, and say
"Okay, try this out" and watch how they do it. See what frustrates
them, and then try it again later on when you make some changes. We do quite a
bit of that.
And at the same time, that only works to some extent. We're
still making games that we like to play. At a certain point, you have to just
trust yourself that if you like playing it, that other people like playing it.
So you have these testers to find out if you've made some wrong assumptions, if
things are not working quite the way you want -- but ultimately, it's really
hard to make a game that you don't like and put any passion into it. So
I like the game, I enjoy playing it. Hopefully if I like it, other people will
enjoy playing it too.
I wonder whether
testers or players in an older demographic might be too nice about it, and
say that they like it even if they don't, just because they like that you made a
nice game.
JK: Of course people will do that stuff. Your mom's not
going to criticize it. But you're not looking for that; if you're showing the
game to your mom, you don't look to see if she likes it; you look to see if she
can understand how to play it, or if she continues to play it when you're not
watching, things like that. Certainly we don't just ask for an opinion.
I did actually notice
that. I'm here with a friend that actually hasn't played that Puzzle Fighter game that I had played,
and it actually did take him a little longer to pick up the mechanic. Having
played that game a lot, I understood it right away.
JK: It can take a little time to pick out; that was my main
concern with this. We wanted to make sure that for people who take a fair time
to pick it up, it's still not too threatening. If you start a game like that where you're still learning, and it's kicking your ass while you're learning it --
that's kind of harsh.
So we tried to make sure that the tutorial and the first
bunch of levels are very forgiving, so that you don't feel like you don't want
to learn it anymore.
We tried our best to make it easy to get into, so once
someone has spent a bit of time with it and does learn it, there's a very good chance
they'll dig it. It's how we get over that little initial thing. That is
somewhat serious -- you do have to consider that.
How do you know when
you have when you have too many mechanics? Because you've got the mines there,
you've got the rocks, and the locks.
JK: We took out a number of things. We were pretty
considerate; there were a lot of extra things that have been taken out. There
used to be ice gems that you could make by forming an X.
When you formed an
X of gems, they'd turn into the ice gem. And when you used the ice gem, it would
freeze time for a few turns, and all that stuff. It was kind of cute -- but again,
along with a bunch of other things it's like "Alright, how much stuff do
we need?"
We took out a lot. We tried to keep it down to a reasonable
level. There were lots more special power gems that we took out, and so we kept
it to the basic fire and lightning.
There are a couple advanced gems you can
get, but by the time you get to fruit gems, for example, you've been playing
for quite a while and you have to know what you're doing.
There are one or two scary things you see on very high
levels, like level 14 or something like that, but again, the theory is by
the time someone's good enough to get to that level, they're not going to be
intimidated by that.
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