0:00:00.000,0:00:04.500 Hi, my name is Mark, and I am [br]making a video game about magnets. 0:00:04.500,0:00:10.320 Okay, so this was the plan: take all of [br]the levels I made in the previous episode, 0:00:10.320,0:00:16.560 bundle them into a demo, slap that demo [br]onto a Steam Deck, fly to San Francisco, 0:00:16.560,0:00:21.000 and give the demo to people attending [br]the Game Developers Conference. 0:00:21.000,0:00:25.260 But with just one week to go [br]before my flight, I gave my 0:00:25.260,0:00:29.760 demo to a key playtester, and he did not enjoy it. 0:00:29.760,0:00:36.060 He found it to be frustrating and tedious [br]and gave up before the demo was even over. 0:00:36.060,0:00:42.120 And it was in that moment that I realised [br]I had made a huge and pretty common mistake 0:00:42.120,0:00:46.020 when it came to thinking about [br]my game's level of difficulty. 0:00:46.020,0:00:48.840 What did I do wrong, and critically, 0:00:48.840,0:00:54.900 was I able to fix it before flying out to [br]California? Well, stick around to find out. 0:00:56.580,0:00:59.752 [Music] 0:01:05.541,0:01:08.160 Okay, let me back up a little bit. 0:01:08.160,0:01:12.660 In the previous episode, I showed [br]you how I used a puzzle matrix to 0:01:12.660,0:01:16.680 help generate ideas for about 26 different levels. 0:01:16.680,0:01:23.460 Then, after that episode went live, I bundled [br]them into a pretty chunky hour-long demo, 0:01:23.460,0:01:29.460 featuring three different worlds, two different [br]magnets, and a bunch of different mechanics, 0:01:29.460,0:01:34.200 like colour-changing panels, [br]laser beams, moving platforms, 0:01:34.200,0:01:37.740 boxes on wheels, spinning switches, and so on. 0:01:37.740,0:01:43.920 As always, the first people to get this [br]demo were GMTK patrons on my Discord. 0:01:43.920,0:01:47.940 They gave me loads of feedback [br]and advice and unearthed bugs, 0:01:47.940,0:01:51.480 exploits, annoyances, and inconsistencies. 0:01:51.480,0:01:55.080 As always, I am hugely grateful for their help. 0:01:55.080,0:02:02.700 Then, completely out of the blue, I get an [br]email from one Patrick Traynor, the Patrick 0:02:02.700,0:02:09.360 of Patrick's Parabox, the brilliant puzzle game [br]I showed in the previous episode of this series. 0:02:09.360,0:02:14.520 He thanked me for including his game in my [br]video and wished me luck with my magnet game. 0:02:14.520,0:02:18.840 And I said, "Want to play a [br]demo?" He very kindly said yes, 0:02:18.840,0:02:23.160 and then a few days later, I [br]get an email with a single word: 0:02:23.820,0:02:30.540 "played," and a link to a YouTube video: [br]a two-hour playthrough of the game. 0:02:30.540,0:02:36.780 Now, if you're wondering why I'm hesitating, [br]he gave me no indication of whether or not he 0:02:36.780,0:02:42.660 liked the game, and so I would just have [br]to watch him evaluate it in real-time. 0:02:42.660,0:02:47.880 And so, if he hated the game, I would just [br]have to sit there and watch someone become 0:02:47.880,0:02:53.820 more and more disappointed in me, which is, [br]you know, surely what parents are for, right? 0:02:53.820,0:02:56.940 But I finally worked up the [br]courage to hit play on the video, 0:02:56.940,0:03:00.240 and on the whole, he actually really liked it. 0:03:00.240,0:03:01.860 He was laughing and smiling. 0:03:01.860,0:03:04.740 He complimented me on some [br]of the puzzles and talked 0:03:04.740,0:03:07.740 up the potential behind the game's core mechanics. 0:03:07.740,0:03:11.520 PATRICK: "These mechanics make me think like, 'Why [br]isn't someone else made a magnet platformer 0:03:11.520,0:03:12.829 like this before?'" 0:03:12.829,0:03:16.860 And any criticisms he [br]had came with brilliant help and advice. 0:03:16.860,0:03:24.420 For example, I should make it more clear what [br]the player can't do in any individual puzzle. 0:03:24.420,0:03:30.420 So, if a gap is too big for the player [br]to jump, it should be a really big gap. 0:03:30.420,0:03:33.840 If a door closes too quickly [br]for the player to get through, 0:03:33.840,0:03:37.140 it should snap shut immediately, stuff like that. 0:03:37.140,0:03:40.680 He also gave me another huge piece of advice, 0:03:40.680,0:03:46.200 which was to simplify the levels, even [br]if that meant making the game easier. 0:03:46.200,0:03:52.800 Advice which I roundly [br]ignored, more on that in a bit. 0:03:52.800,0:03:56.460 But anyway, there were about [br]two weeks to go before GDC, 0:03:56.460,0:04:02.940 so I decided to use all of the feedback from my [br]patrons and from Patrick to overhaul the demo. 0:04:02.940,0:04:06.180 I removed a bunch of levels [br]that just didn't quite work. 0:04:06.180,0:04:10.980 This one relied way too much on [br]quick reflexes to be a good puzzle. 0:04:10.980,0:04:14.580 This one had a huge exploit [br]which I couldn't easily fix. 0:04:14.580,0:04:18.720 I also snuck in one level which [br]was not a puzzle but was just 0:04:18.720,0:04:23.160 pure platforming to see how players [br]would react to that change of pace, 0:04:23.160,0:04:28.560 but feedback was mixed, so I've left [br]that on the cutting room floor for now. 0:04:28.560,0:04:32.700 I also made some new puzzles [br]to fill in those gaps. 0:04:32.700,0:04:37.260 I worked on improving the readability [br]of certain mechanics in the game. 0:04:37.260,0:04:43.080 For example, these icons which denote [br]when a button is linked to an object. 0:04:43.080,0:04:48.300 I also replaced this weird magnet [br]sensor thing with a panel on a 0:04:48.300,0:04:52.560 pulley which triggers a button when [br]the rope hits the bottom point. 0:04:52.560,0:04:58.560 I also swapped out these simple green buttons [br]for a more satisfying Frankenstein-style switch. 0:04:58.560,0:05:03.300 I made a lock and key for certain types of puzzles 0:05:03.300,0:05:07.440 which has a pretty satisfying [br]animation when you grab the key. 0:05:07.440,0:05:11.880 I polished up the pause menu and [br]added in a better title screen. 0:05:11.880,0:05:16.680 And, oh yeah, I made an [br]entire new dialogue system. 0:05:16.680,0:05:20.760 There's only one prototype conversation [br]in this demo, but it should hopefully 0:05:20.760,0:05:24.900 give people an idea of what the story [br]might look like in the finished game. 0:05:24.900,0:05:27.240 So, the demo was done and dusted. 0:05:27.240,0:05:29.520 There was just one week to [br]go before San Francisco, 0:05:29.520,0:05:32.820 and so I gave the game to a key playtester. 0:05:32.820,0:05:37.200 And as I said in the intro, he was not a fan. 0:05:37.200,0:05:39.960 He was frustrated and annoyed. 0:05:39.960,0:05:43.260 He found levels overly complicated [br]and just tedious to play. 0:05:43.260,0:05:47.220 And in a lot of cases, he would [br]simply hand me the controller and say, 0:05:47.880,0:05:52.860 "Can you just, like, can you just do this [br]one?" And that playtester, that was my dad. 0:05:53.700,0:06:00.180 What'd I say about parents and disappointment? [br]But, as painful as that playtest was, 0:06:00.180,0:06:06.000 I think it was also the most important [br]playtest in this entire development process. 0:06:06.000,0:06:09.420 You see, at that moment, it was [br]like seeing through the Matrix. 0:06:09.420,0:06:14.520 I could see exactly why and [br]how I had messed up so badly. 0:06:14.520,0:06:17.580 And I also realized that if [br]I ever met Patrick in person, 0:06:17.580,0:06:21.600 I would need to buy him a drink [br]for ignoring his brilliant advice. 0:06:22.140,0:06:23.100 So, here's what happened. 0:06:23.100,0:06:28.440 Every time I would design a level, [br]I would end up with a pretty simple 0:06:28.440,0:06:34.200 layout for the puzzle which just tests the [br]player on a single, nice little interaction. 0:06:34.200,0:06:39.900 But then, I would assume that players [br]would solve that puzzle immediately. 0:06:39.900,0:06:44.640 They would instantly smash through the [br]puzzle and decide my game was too easy 0:06:44.640,0:06:50.100 and thus boring, and thus judge me as a [br]human being to be inherently worthless. 0:06:50.100,0:06:56.160 So, I would be a little bit cheeky and [br]add in some extra complexity to the level. 0:06:56.160,0:06:59.220 I would add in a whole bunch [br]of steps the player needs to 0:06:59.220,0:07:01.860 go through in order to actually solve the puzzle. 0:07:01.860,0:07:05.640 And I would add in these devious traps [br]where if the player did one thing wrong, 0:07:05.640,0:07:09.300 they'd be stuck and have to [br]reset the puzzle back to zero. 0:07:09.300,0:07:13.080 And I would obscure the actual [br]solution to the puzzle with 0:07:13.080,0:07:15.840 some red herrings or some other elements. 0:07:15.840,0:07:20.100 And in doing this devious, Machiavellian [br]trickery, I would end up with puzzles 0:07:20.100,0:07:27.240 that were messy and convoluted and [br]frustrating and tedious to actually play. 0:07:27.240,0:07:32.760 I was focused so much on making the levels [br]hard, I had forgotten to make them fun. 0:07:33.660,0:07:34.620 Oops. 0:07:34.620,0:07:36.360 And here's the thing. 0:07:36.360,0:07:40.860 I never actually checked that assumption. 0:07:40.860,0:07:44.280 That assumption that players [br]would immediately and instantly 0:07:44.280,0:07:48.780 figure out the solution, was that actually true? 0:07:48.780,0:07:52.920 So, I took Patrick's advice and [br]remade a whole bunch of levels 0:07:52.920,0:07:58.260 in the demo with a core focus on [br]clarity, elegance, and simplicity. 0:07:58.260,0:08:00.180 Take this level, for example. 0:08:00.180,0:08:06.660 In the original version, you have to use [br]two magnets to flip two switches simultaneously, 0:08:06.660,0:08:11.400 to lift two drill bits, to make a [br]laser hit an orb to open a door. 0:08:11.400,0:08:15.120 It is tedious just describing it. 0:08:15.120,0:08:18.060 The actual puzzle in this level is, I think, 0:08:18.060,0:08:22.560 pretty good but it's obscured [br]behind so much extra fluff. 0:08:22.560,0:08:25.980 So, I remade it to look like this. 0:08:25.980,0:08:31.020 It now requires just one magnet, [br]has about three or four mechanics, 0:08:31.020,0:08:33.660 it's really small, and it's really simple. 0:08:33.660,0:08:38.880 Will players immediately figure [br]out the trick to this puzzle? Well, 0:08:38.880,0:08:42.300 I had literally no time to check. 0:08:42.300,0:08:48.180 I had to compile the build, chuck it on the Steam [br]Deck, drive to the airport, board the plane, 0:08:48.180,0:08:53.700 and then sit in the same chair for 10 hours [br]straight like a triple-A Dev in crunch mode. 0:08:53.700,0:08:55.680 Is that joke gonna get me in trouble? Is there 0:08:55.680,0:08:57.600 going to be an angry [br]Twitter thread about that? 0:08:58.140,0:09:04.140 Okay, so I land in San Francisco, and after a [br]few days of sightseeing - you know, Alcatraz, 0:09:04.140,0:09:12.660 the Golden Gate Bridge, the sea lions on Pier [br]39, In-N-Out Burger... oh god, no. The chips! 0:09:13.500,0:09:19.080 What are you doing? But then it's GDC week, and [br]I give the game to as many people as possible: 0:09:19.080,0:09:23.460 at mixers, at meetups, at a [br]bring-your-own-game event, 0:09:23.460,0:09:29.160 at meetings, and during breakfast over [br]big stacks of American-style pancakes 0:09:29.160,0:09:33.480 (I guess they're not American-style, but [br]they're just American pancakes. I'm in America). 0:09:33.480,0:09:38.400 And feedback on the demo was really pretty good. 0:09:38.400,0:09:42.360 People kept saying, "This feels like [br]a real video game," and people would 0:09:42.360,0:09:47.040 refuse to give me the Steam Deck back [br]until they had finished the entire demo. 0:09:47.040,0:09:50.460 And to answer that question [br]of, was the game now too easy? 0:09:51.120,0:09:55.500 No, the game was actually kind [br]of the right level of challenge. 0:09:55.500,0:09:57.660 That puzzle I just talked about, for example, 0:09:57.660,0:10:03.180 players would get stuck for like a minute [br]or two and then figure out the solution 0:10:03.180,0:10:07.680 and have that sort of wide-eyed aha [br]moment I've always been chasing. 0:10:07.680,0:10:10.500 I didn't have any of that [br]confusion and frustration. 0:10:10.500,0:10:14.280 They just found it to be a [br]good, fun, satisfying puzzle. 0:10:14.280,0:10:18.300 What turns out, it was completely the [br]right—Jesus Christ, that's a big spider. 0:10:20.160,0:10:26.340 Uh—where was I? Turns out it was completely [br]the right move to make the game easier, 0:10:26.340,0:10:28.260 and in fact, I hadn't gone far enough. 0:10:28.260,0:10:32.220 There was one level in the demo [br]that was still pretty fiddly. 0:10:32.220,0:10:36.660 One enthusiastic American described it [br]as, "Gee, this one's a real stumper." 0:10:36.660,0:10:41.340 And there were also just a bunch of [br]basic, fundamental mechanics in the 0:10:41.340,0:10:46.620 game that I had never properly taught to [br]players, and that was making them stumble. 0:10:46.620,0:10:49.260 Like being able to use the magnet to ride up to a 0:10:49.260,0:10:53.040 higher platform or change the [br]magnet's polarity from afar. 0:10:53.040,0:10:57.540 These were things that I felt were [br]so obvious about my game that I 0:10:57.540,0:11:01.740 didn't feel the need to have them [br]as puzzle solutions or tutorials. 0:11:01.740,0:11:05.820 But to someone who has never played [br]my game before, they have no idea. 0:11:05.820,0:11:10.140 And so this is the big takeaway from this video: 0:11:10.140,0:11:13.920 American cuisine is pretty bad, but they [br]do know how to make a good breakfast. 0:11:13.920,0:11:16.380 Wait, no, sorry, that's the wrong video. 0:11:16.380,0:11:22.740 This is the big takeaway from this video: always [br]challenge your assumptions about your players. 0:11:22.740,0:11:26.940 I assumed that players would [br]find my game to be too easy, 0:11:26.940,0:11:31.980 and so ended up making the levels to be [br]frustrating, complicated, and convoluted. 0:11:31.980,0:11:35.760 And I assumed that people [br]would know how to play my game, 0:11:35.760,0:11:39.780 and so forgot to tutorialise [br]about half of the mechanics. 0:11:39.780,0:11:42.240 Now I don't feel too bad because I know 0:11:42.240,0:11:46.200 that this is actually a really [br]common mistake in game design. 0:11:46.200,0:11:51.240 It's so easy to assume that players [br]will have the same skill, knowledge, 0:11:51.240,0:11:59.640 and understanding as you, the uh designer who's [br]been playing the game every day for months on end, 0:11:59.640,0:12:06.600 knows literally all of the solutions to all of the [br]puzzles and literally wrote the rules of the game. 0:12:06.600,0:12:08.160 Mark, you fool! 0:12:08.160,0:12:13.020 And so it's no surprise that developers can [br]end up tuning the game to be too difficult 0:12:13.020,0:12:17.100 or to not properly communicate [br]some of the game's mechanics. 0:12:17.100,0:12:20.400 And as a game designer, it's one of your key jobs 0:12:20.400,0:12:26.280 to fight this urge and to really try and [br]put yourself in the shoes of the player. 0:12:26.280,0:12:28.500 So, I want to close out this video with some tips 0:12:28.500,0:12:33.240 and techniques that I have learned for [br]doing a much more effective job at this. 0:12:33.240,0:12:38.400 For one, Mario's maker Shigeru Miyamoto [br]tells his new designers to try playing 0:12:38.400,0:12:43.380 the games with their left and right [br]hands switched on the controller, 0:12:43.380,0:12:49.020 which should hopefully give you an [br]experience of being an inexperienced player. 0:12:49.020,0:12:53.700 That's quite a bold one, but perhaps you [br]can think of ways to simulate the experience 0:12:53.700,0:12:57.960 of being someone who doesn't have all of [br]your skills and knowledge about the game. 0:12:57.960,0:13:02.580 Also, Patrick, we actually did meet up [br]at GDC, and I bought him that drink. 0:13:02.580,0:13:09.780 Patrick assured me that thinking like a player is [br]a skill that you can hone and develop over time. 0:13:09.780,0:13:11.460 And as I've shown in this video, 0:13:11.460,0:13:16.620 I think the best way to achieve this is [br]to watch other people play your game. 0:13:16.620,0:13:19.860 If possible, you want to be [br]in the same room as them. 0:13:19.860,0:13:23.880 There's nothing more humbling [br]than sitting next to someone who 0:13:23.880,0:13:27.240 absolutely doesn't understand what [br]the heck your game is even about. 0:13:27.240,0:13:32.460 You also want to play with people of all [br]sorts of experience levels and skill levels. 0:13:32.460,0:13:39.180 Some of my absolute best playtests come [br]from my two nephews, aged seven and ten, 0:13:39.180,0:13:42.604 though I do have to watch out for bias. 0:13:42.604,0:13:49.187 MARK: "Jack, what are your thoughts on the game?"[br]JACK:"One million out of-- I love it!" 0:13:49.187,0:13:51.396 MARK: "Thank you. Rory, what do you think of Untitled Magnet Game?" 0:13:51.396,0:13:52.500 RORY:"I love it".[br]MARK: "Thank you". 0:13:52.500,0:13:56.340 That is, of course, a good reminder [br]to spend more time watching how your 0:13:56.340,0:13:59.820 playtesters play than listening to what they say. 0:13:59.820,0:14:02.520 Oh, that's like I should put [br]on like a t-shirt or something. 0:14:02.520,0:14:07.020 Another tip is to think about your [br]target audience for your game. 0:14:07.020,0:14:09.360 Have an idea of the sort of person, 0:14:09.360,0:14:13.560 the sort of skill level, experience [br]level, and games they like to play. 0:14:13.560,0:14:17.940 Have that in mind and make sure [br]you're designing the game for them. 0:14:17.940,0:14:21.000 And make sure you're picking [br]appropriate playtesters. 0:14:21.000,0:14:28.560 A big part of this problem was that I was [br]getting really worried that puzzle game experts, 0:14:28.560,0:14:33.360 people who played and completed [br]Stephen's Sausage Roll and Baba is You, 0:14:33.360,0:14:38.220 that those people would play my game and [br]think it was simple and dumb and bad. 0:14:38.220,0:14:40.500 But they're not in my target audience. 0:14:40.500,0:14:45.780 I want this game to appeal to a much wider [br]group of people and players who have enjoyed 0:14:45.780,0:14:53.280 more gentle puzzle adventures like Toki Tori, [br]Box Boy, Inside, Limbo, and Portal. 0:14:53.280,0:14:58.320 Having a target audience in mind is a [br]great way to keep your design on track. 0:14:58.320,0:15:01.800 And of course, there are ways to [br]appeal to a broader audience, too. 0:15:01.800,0:15:05.100 If you've made a really hard game, [br]you could chuck in an assist mode. 0:15:05.100,0:15:11.340 If you've made a really easy game, you could put [br]in optional harder content or post-game stuff. 0:15:11.340,0:15:16.080 And finally, don't be afraid [br]to start stuff from scratch. 0:15:16.080,0:15:22.680 When you're making a level, there's a lot of [br]discovery involved, and that usually ends up with 0:15:22.680,0:15:29.460 you accumulating a lot of fluff and other garbage [br]as you're figuring out what this level even is. 0:15:29.460,0:15:33.540 My recommendation, then, is [br]to start the level again but 0:15:33.540,0:15:37.800 with the knowledge you have acquired [br]while doing that rushed first draft. 0:15:37.800,0:15:43.800 You will no doubt end up with a much more [br]elegant and coherent version of the level. 0:15:43.800,0:15:47.700 I mean, I always do this with [br]episodes of Game Maker's Toolkit. 0:15:47.700,0:15:51.300 The script goes through five or six [br]different revisions before I hit record. 0:15:51.300,0:15:57.600 Why wasn't I doing this with the level design? [br]So, I came back from GDC with loads of motivation, 0:15:57.600,0:16:02.100 great ideas for where to take the [br]game next, and really bad jet lag. 0:16:02.100,0:16:06.720 I want to say a huge thank you to everyone [br]who said hi or hung out with me at GDC. 0:16:06.720,0:16:11.280 It was amazing to meet so many people [br]who watch Game Maker's Toolkit, 0:16:11.280,0:16:16.680 participate in the game jam, or are following [br]me here on this game development journey. 0:16:16.680,0:16:20.400 It was even cool to meet that one [br]guy who kept showing me his NFTs. 0:16:20.400,0:16:23.100 Cool dude, you're killing it, bro. 0:16:23.100,0:16:29.940 I was also just made to feel like part of [br]this wonderful community of game makers, 0:16:29.940,0:16:35.640 and so I can't wait to go back next [br]year with hopefully maybe a finished 0:16:35.640,0:16:39.840 game or something much closer [br]to being done than it is now. 0:16:39.840,0:16:44.760 Until then, my next job is to take [br]another step back and make a demo 0:16:44.760,0:16:49.200 that explores even more basic, [br]fundamental concepts of my game, 0:16:49.200,0:16:54.240 and then get that demo in front of [br]people in my key target audience. 0:16:54.240,0:16:59.760 For now, if you want to play any of the [br]three demos I described in this video, 0:16:59.760,0:17:02.580 they're available for free on itch.io. 0:17:02.580,0:17:04.800 I'm not taking any more feedback on these demos, 0:17:04.800,0:17:08.280 but it might be interesting to [br]see how the game is coming along. 0:17:08.280,0:17:12.420 Thank you so much for watching, [br]and I'll see you again soon.