TAILIEUCHUNG - Game Design: Theory & Practice- P18

Game Design: Theory & Practice- P18: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 488 Chapter 23 Playtesting when one aims primarily for the former instead of the latter one is likely to end up with neither. As you are testing it is important to remember that you cannot please everyone. Given a large enough testing team there are bound to be people who do not like portions of your game or even who do not like the entire game. If you start trying to make every single person on the testing team happy you often end up making the game less fun for other people. While you may have started with a game that a bunch of people liked a great deal and a few people thought was dull if you start trying to please everyone you may end up with a game that everyone thinks is OK but which no one is truly enthusiastic about. Given the choice I always prefer to give a certain group of people an experience they truly love than try to give everyone something they like only marginally. Testing should also not mean game design by committee. You do not have to take every suggestion that your development team presents and implement it. Some of these ideas may be perfectly reasonable but you may feel that they just do not fit with your game. That is a perfectly reasonable response to have. In the end it may be that every single playtester you have tells you that some part of the game must change but if you feel in your gut as an artist that you do not want to change that portion of the game then leave it as it is. In the end you must be the final arbiter of what happens in the game. A committee whether it consists of executives testers or even members of the development team can never have the unity of vision and certainty of purpose that can be maintained by a single person. Team-Fly Conclusion As I stated in the introduction this book is not a definitive guide to computer game design. No book can be. But it has attempted to inform the reader of what I know about game design in addition to sharing the thoughts of six of game design s most accomplished masters. Of course

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