Evelyn: Question Response

  • Question Set 1
    • what is the difference between a game designer and a game developer? Perhaps the difference is similar to the difference between UX/UI Design? Design focuses on the creative aspects and implementing the game metaphor whereas developers are responsible for iterations and game mechanics.
    • what commonly occurs during the game development process? Playtesting prototypes and then further iterations based on observations from these tests. Refining game mechanics. As prototypes become more refined, materials should become higher quality.
    • what are the challenges of balancing a game? Some aspects that game creators must consider when balancing are the difficulty levels, resources, power dynamic, risk factors, and freedom vs structure. For example, a designer doesn’t want the game to be so hard players get discouraged and give up but still want to present a challenge that is satisfying to overcome.
    • what should every player of your game believe? why? Players must believe that what they are doing is meaningful to the game. If they are not motivated or do not believe that they have agency, they will not enjoy it or be immersed in the game. Satisfaction comes from a feeling of completion and usefulness. Taking this away takes away satisfaction.
    • how can you avoid stealing players fun? Don’t overcomplicate the game in initial stages (it’s overwhelming). Let difficulty be realistic and choice be meaningful. Be aware of time – find the balance between length of tasks and satisfaction from completion. Providing freedom of choice can increase players’ fun. Overall, being clear with instructions and mechanincs and making it as intuitive as possible.
    • what 10 maxims should you follow when writing rules? Be Concise, Be Consistent, Be Clear, Be Logical, Use Concrete Examples, Avoid Complexity, Provide Logical Flow, Anticipate FAQs and clarify, Keep Choices Meaningful, Playtest the Rules!
  • Question Set 2
    • how has play testing changed your game? Hearing other perspectives is helpful to sort through mechanics in real time. It helps confirm certain choices and send me back to the drawing board with others.
    • who from class would you like to play test your next game or version 2 of your first game? Amber; She has played all of my games so far and has a good understanding of my iteration progression. Then again, I think it would be equally as helpful to have somebody random test my games!
    • who is the audience for your game? My first game – GoViral – 13 – 55 year olds. I think this one is extremely flexible though and can easily be made relevant to whatever age group is playing. Counterfeit Couture’s audience is 13+. It might do best with those who are more aware of fashion (16+?). I think my last game Dare thee Deep makes a good childrens game. The Bees and the Beavers could also be a cute kids game while also being fun for older crowds.
    • who should play test your game outside of class? My family and friends of different age groups and interests.

2 Replies to “Evelyn: Question Response”

  1. I agree with you that players need to believe that what they are doing is meaningful to the game. Without that, the game would feel pointless

  2. Play testing is certainly important for game development. Like you said, hearing from others is useful in making a good game. Frankly, I beg people to give me proper criticism, so I can make an enjoyable playing experience.

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