Views : 1,396,892
Genre: Gaming
Date of upload: May 24, 2023 ^^
Rating : 4.97 (416/55,033 LTDR)
RYD date created : 2024-05-02T21:06:35.045466Z
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Top Comments of this video!! :3
This type of development requires a very special style of leadership that doesn't punish their employees when they get negative feedback. If tests are done every week, and every week you hear what doesn't work with your current approach, your boss needs to be fully behind you to consider it a chance for improvement and not a "trick" to point out all of your mistakes.
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One of the best playtesting stories out there is when Shigeru Miyamoto's son first picked up and played Super Mario 64. Miyamoto was a little concerned with the fact that he wasn't showing interest in going into the paintings of Peach's Castle to go after the power stars, but spent over half an hour just running around and jumping and trying to run up and slide down slopes, walls, and attempt wall kick jumps outside Peach's Castle.
It ironically was a good sign, because as his son and so many other children pointed out in the post-playtest interviews for Super Mario 64, they LOVED how well Mario controlled. Miyamoto and his team spending a year focusing on Mario's controls, statistics, and animations really paid off if the simple act of running and jumping around in a 3D game could be fun.
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When Valve was busy developing CS2 which is coming out soon, they invited bunch of community figures and ex-pros to playtest it at Valve HQ. These people later said that there were dozens of Valve employees watching them play live in the same room. And all the time they were asked feedback and sometimes changes based on that were implemented the same day. This video gave me some background to that story.
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Valveās developer commentary is fascinating. Hearing about how they changed the puzzles to make it so players didnāt get stuck but also not easy enough for it to be a cake-walk (pun not intended) is really cool and gives a lot of insight into what itās like to develop a game.
If only they still developed games.
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14:03 This is especially shown in the climax of Portal 2.
Realistically, "shoot the moon" is the easiest puzzle solution of all time. It's basically the only interactive option on the screen. But seeing everything fall apart around you, tension at the highest point, and calling back to the source of portal surfaces; that made the climax incredibly satisfying without being hard.
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This game has the most adorable sentry guns ever made.
It's actually kinda mad when that sentence makes people go: yes, yes indeed. You're absolutely right.
Who on earth decided to make sentry guns of all things, cute and lovable? And make you feel sorry when taking them out?
I fear Gabe adds something fishy to the office coffee maker every morning š
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Mark, I cannot understate how much better your already phenomenally-good videos have gotten since you started making your magnet game.
I am a game designer and graduate of coincidentally relevant DigiPen. The moment you started working on your own project with the goal of not just creating for fun but "finishing" something, I started to recognize the genuine insights of development experience infect your videos. In the past, your videos have always been extremely well researched, well produced, and informative. Something to share with my friends who aren't in the industry but are interested in the topics at hand.
Now, it feels like your scripts are more... substantive is the wrong word. Accurate? Relatable, maybe. They feel like more than just talking points extracted from GDC talks, interviews, and postmortem articles. I wince and groan with empathy at the genuine struggles you face in your Developing series because I and everyone else I know who works in games has hit those same roadblocks. And the non-Developing videos feel like their topics and scripts reach so much deeper into the fundamentals of game design than perhaps they did in the past. A video about the single player level design can be really engaging, but it's not as critical to the job as Playtesting or Prototyping is. I have felt sometimes that topics may have come across more simplified or shallow than I think they could've been, even for a youtube audience full of non-developers. I felt less satisfied about some videos. I no longer feel that way.
You've been killing it recently. Keep it up.
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Testing early is also really important because people are much more willing to criticise something that doesn't look like it's received a ton of love and if it looks like it would be easy to make changes to it at its current stage. This doesn't only work with games mind you, it also works with websites, apps, and pretty much anything you can think of. In university I learned about wireframe designs in web design, where everything looks so barebones you sometimes are even just giving people things written on paper, it really helps the iteration process.
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@GMTK
3 months ago
I discovered the importance of playtesting while working on my very own game. You can follow my development journey by watching the series "Developing" - youtube.com/playlist?list=PLc38fcMFcV_uH3OK4sTa4bfā¦
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