[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.00,0:00:04.50,Default,,0000,0000,0000,,Hi, my name is Mark, and I am \Nmaking a video game about magnets. Dialogue: 0,0:00:04.50,0:00:10.32,Default,,0000,0000,0000,,Okay, so this was the plan: take all of \Nthe levels I made in the previous episode, Dialogue: 0,0:00:10.32,0:00:16.56,Default,,0000,0000,0000,,bundle them into a demo, slap that demo \Nonto a Steam Deck, fly to San Francisco, Dialogue: 0,0:00:16.56,0:00:21.00,Default,,0000,0000,0000,,and give the demo to people attending \Nthe Game Developers Conference. Dialogue: 0,0:00:21.00,0:00:25.26,Default,,0000,0000,0000,,But with just one week to go \Nbefore my flight, I gave my Dialogue: 0,0:00:25.26,0:00:29.76,Default,,0000,0000,0000,,demo to a key playtester, and he did not enjoy it. Dialogue: 0,0:00:29.76,0:00:36.06,Default,,0000,0000,0000,,He found it to be frustrating and tedious \Nand gave up before the demo was even over. Dialogue: 0,0:00:36.06,0:00:42.12,Default,,0000,0000,0000,,And it was in that moment that I realised \NI had made a huge and pretty common mistake Dialogue: 0,0:00:42.12,0:00:46.02,Default,,0000,0000,0000,,when it came to thinking about \Nmy game's level of difficulty. Dialogue: 0,0:00:46.02,0:00:48.84,Default,,0000,0000,0000,,What did I do wrong, and critically, Dialogue: 0,0:00:48.84,0:00:54.90,Default,,0000,0000,0000,,was I able to fix it before flying out to \NCalifornia? Well, stick around to find out. Dialogue: 0,0:00:56.58,0:00:59.75,Default,,0000,0000,0000,,[Music] Dialogue: 0,0:01:05.54,0:01:08.16,Default,,0000,0000,0000,,Okay, let me back up a little bit. Dialogue: 0,0:01:08.16,0:01:12.66,Default,,0000,0000,0000,,In the previous episode, I showed \Nyou how I used a puzzle matrix to Dialogue: 0,0:01:12.66,0:01:16.68,Default,,0000,0000,0000,,help generate ideas for about 26 different levels. Dialogue: 0,0:01:16.68,0:01:23.46,Default,,0000,0000,0000,,Then, after that episode went live, I bundled \Nthem into a pretty chunky hour-long demo, Dialogue: 0,0:01:23.46,0:01:29.46,Default,,0000,0000,0000,,featuring three different worlds, two different \Nmagnets, and a bunch of different mechanics, Dialogue: 0,0:01:29.46,0:01:34.20,Default,,0000,0000,0000,,like colour-changing panels, \Nlaser beams, moving platforms, Dialogue: 0,0:01:34.20,0:01:37.74,Default,,0000,0000,0000,,boxes on wheels, spinning switches, and so on. Dialogue: 0,0:01:37.74,0:01:43.92,Default,,0000,0000,0000,,As always, the first people to get this \Ndemo were GMTK patrons on my Discord. Dialogue: 0,0:01:43.92,0:01:47.94,Default,,0000,0000,0000,,They gave me loads of feedback \Nand advice and unearthed bugs, Dialogue: 0,0:01:47.94,0:01:51.48,Default,,0000,0000,0000,,exploits, annoyances, and inconsistencies. Dialogue: 0,0:01:51.48,0:01:55.08,Default,,0000,0000,0000,,As always, I am hugely grateful for their help. Dialogue: 0,0:01:55.08,0:02:02.70,Default,,0000,0000,0000,,Then, completely out of the blue, I get an \Nemail from one Patrick Traynor, the Patrick Dialogue: 0,0:02:02.70,0:02:09.36,Default,,0000,0000,0000,,of Patrick's Parabox, the brilliant puzzle game \NI showed in the previous episode of this series. Dialogue: 0,0:02:09.36,0:02:14.52,Default,,0000,0000,0000,,He thanked me for including his game in my \Nvideo and wished me luck with my magnet game. Dialogue: 0,0:02:14.52,0:02:18.84,Default,,0000,0000,0000,,And I said, "Want to play a \Ndemo?" He very kindly said yes, Dialogue: 0,0:02:18.84,0:02:23.16,Default,,0000,0000,0000,,and then a few days later, I \Nget an email with a single word: Dialogue: 0,0:02:23.82,0:02:30.54,Default,,0000,0000,0000,,"played," and a link to a YouTube video: \Na two-hour playthrough of the game. Dialogue: 0,0:02:30.54,0:02:36.78,Default,,0000,0000,0000,,Now, if you're wondering why I'm hesitating, \Nhe gave me no indication of whether or not he Dialogue: 0,0:02:36.78,0:02:42.66,Default,,0000,0000,0000,,liked the game, and so I would just have \Nto watch him evaluate it in real-time. Dialogue: 0,0:02:42.66,0:02:47.88,Default,,0000,0000,0000,,And so, if he hated the game, I would just \Nhave to sit there and watch someone become Dialogue: 0,0:02:47.88,0:02:53.82,Default,,0000,0000,0000,,more and more disappointed in me, which is, \Nyou know, surely what parents are for, right? Dialogue: 0,0:02:53.82,0:02:56.94,Default,,0000,0000,0000,,But I finally worked up the \Ncourage to hit play on the video, Dialogue: 0,0:02:56.94,0:03:00.24,Default,,0000,0000,0000,,and on the whole, he actually really liked it. Dialogue: 0,0:03:00.24,0:03:01.86,Default,,0000,0000,0000,,He was laughing and smiling. Dialogue: 0,0:03:01.86,0:03:04.74,Default,,0000,0000,0000,,He complimented me on some \Nof the puzzles and talked Dialogue: 0,0:03:04.74,0:03:07.74,Default,,0000,0000,0000,,up the potential behind the game's core mechanics. Dialogue: 0,0:03:07.74,0:03:11.52,Default,,0000,0000,0000,,PATRICK: "These mechanics make me think like, 'Why \Nisn't someone else made a magnet platformer Dialogue: 0,0:03:11.52,0:03:12.83,Default,,0000,0000,0000,,like this before?'" Dialogue: 0,0:03:12.83,0:03:16.86,Default,,0000,0000,0000,,And any criticisms he \Nhad came with brilliant help and advice. Dialogue: 0,0:03:16.86,0:03:24.42,Default,,0000,0000,0000,,For example, I should make it more clear what \Nthe player can't do in any individual puzzle. Dialogue: 0,0:03:24.42,0:03:30.42,Default,,0000,0000,0000,,So, if a gap is too big for the player \Nto jump, it should be a really big gap. Dialogue: 0,0:03:30.42,0:03:33.84,Default,,0000,0000,0000,,If a door closes too quickly \Nfor the player to get through, Dialogue: 0,0:03:33.84,0:03:37.14,Default,,0000,0000,0000,,it should snap shut immediately, stuff like that. Dialogue: 0,0:03:37.14,0:03:40.68,Default,,0000,0000,0000,,He also gave me another huge piece of advice, Dialogue: 0,0:03:40.68,0:03:46.20,Default,,0000,0000,0000,,which was to simplify the levels, even \Nif that meant making the game easier. Dialogue: 0,0:03:46.20,0:03:52.80,Default,,0000,0000,0000,,Advice which I roundly \Nignored, more on that in a bit. Dialogue: 0,0:03:52.80,0:03:56.46,Default,,0000,0000,0000,,But anyway, there were about \Ntwo weeks to go before GDC, Dialogue: 0,0:03:56.46,0:04:02.94,Default,,0000,0000,0000,,so I decided to use all of the feedback from my \Npatrons and from Patrick to overhaul the demo. Dialogue: 0,0:04:02.94,0:04:06.18,Default,,0000,0000,0000,,I removed a bunch of levels \Nthat just didn't quite work. Dialogue: 0,0:04:06.18,0:04:10.98,Default,,0000,0000,0000,,This one relied way too much on \Nquick reflexes to be a good puzzle. Dialogue: 0,0:04:10.98,0:04:14.58,Default,,0000,0000,0000,,This one had a huge exploit \Nwhich I couldn't easily fix. Dialogue: 0,0:04:14.58,0:04:18.72,Default,,0000,0000,0000,,I also snuck in one level which \Nwas not a puzzle but was just Dialogue: 0,0:04:18.72,0:04:23.16,Default,,0000,0000,0000,,pure platforming to see how players \Nwould react to that change of pace, Dialogue: 0,0:04:23.16,0:04:28.56,Default,,0000,0000,0000,,but feedback was mixed, so I've left \Nthat on the cutting room floor for now. Dialogue: 0,0:04:28.56,0:04:32.70,Default,,0000,0000,0000,,I also made some new puzzles \Nto fill in those gaps. Dialogue: 0,0:04:32.70,0:04:37.26,Default,,0000,0000,0000,,I worked on improving the readability \Nof certain mechanics in the game. Dialogue: 0,0:04:37.26,0:04:43.08,Default,,0000,0000,0000,,For example, these icons which denote \Nwhen a button is linked to an object. Dialogue: 0,0:04:43.08,0:04:48.30,Default,,0000,0000,0000,,I also replaced this weird magnet \Nsensor thing with a panel on a Dialogue: 0,0:04:48.30,0:04:52.56,Default,,0000,0000,0000,,pulley which triggers a button when \Nthe rope hits the bottom point. Dialogue: 0,0:04:52.56,0:04:58.56,Default,,0000,0000,0000,,I also swapped out these simple green buttons \Nfor a more satisfying Frankenstein-style switch. Dialogue: 0,0:04:58.56,0:05:03.30,Default,,0000,0000,0000,,I made a lock and key for certain types of puzzles Dialogue: 0,0:05:03.30,0:05:07.44,Default,,0000,0000,0000,,which has a pretty satisfying \Nanimation when you grab the key. Dialogue: 0,0:05:07.44,0:05:11.88,Default,,0000,0000,0000,,I polished up the pause menu and \Nadded in a better title screen. Dialogue: 0,0:05:11.88,0:05:16.68,Default,,0000,0000,0000,,And, oh yeah, I made an \Nentire new dialogue system. Dialogue: 0,0:05:16.68,0:05:20.76,Default,,0000,0000,0000,,There's only one prototype conversation \Nin this demo, but it should hopefully Dialogue: 0,0:05:20.76,0:05:24.90,Default,,0000,0000,0000,,give people an idea of what the story \Nmight look like in the finished game. Dialogue: 0,0:05:24.90,0:05:27.24,Default,,0000,0000,0000,,So, the demo was done and dusted. Dialogue: 0,0:05:27.24,0:05:29.52,Default,,0000,0000,0000,,There was just one week to \Ngo before San Francisco, Dialogue: 0,0:05:29.52,0:05:32.82,Default,,0000,0000,0000,,and so I gave the game to a key playtester. Dialogue: 0,0:05:32.82,0:05:37.20,Default,,0000,0000,0000,,And as I said in the intro, he was not a fan. Dialogue: 0,0:05:37.20,0:05:39.96,Default,,0000,0000,0000,,He was frustrated and annoyed. Dialogue: 0,0:05:39.96,0:05:43.26,Default,,0000,0000,0000,,He found levels overly complicated \Nand just tedious to play. Dialogue: 0,0:05:43.26,0:05:47.22,Default,,0000,0000,0000,,And in a lot of cases, he would \Nsimply hand me the controller and say, Dialogue: 0,0:05:47.88,0:05:52.86,Default,,0000,0000,0000,,"Can you just, like, can you just do this \None?" And that playtester, that was my dad. Dialogue: 0,0:05:53.70,0:06:00.18,Default,,0000,0000,0000,,What'd I say about parents and disappointment? \NBut, as painful as that playtest was, Dialogue: 0,0:06:00.18,0:06:06.00,Default,,0000,0000,0000,,I think it was also the most important \Nplaytest in this entire development process. Dialogue: 0,0:06:06.00,0:06:09.42,Default,,0000,0000,0000,,You see, at that moment, it was \Nlike seeing through the Matrix. Dialogue: 0,0:06:09.42,0:06:14.52,Default,,0000,0000,0000,,I could see exactly why and \Nhow I had messed up so badly. Dialogue: 0,0:06:14.52,0:06:17.58,Default,,0000,0000,0000,,And I also realized that if \NI ever met Patrick in person, Dialogue: 0,0:06:17.58,0:06:21.60,Default,,0000,0000,0000,,I would need to buy him a drink \Nfor ignoring his brilliant advice. Dialogue: 0,0:06:22.14,0:06:23.10,Default,,0000,0000,0000,,So, here's what happened. Dialogue: 0,0:06:23.10,0:06:28.44,Default,,0000,0000,0000,,Every time I would design a level, \NI would end up with a pretty simple Dialogue: 0,0:06:28.44,0:06:34.20,Default,,0000,0000,0000,,layout for the puzzle which just tests the \Nplayer on a single, nice little interaction. Dialogue: 0,0:06:34.20,0:06:39.90,Default,,0000,0000,0000,,But then, I would assume that players \Nwould solve that puzzle immediately. Dialogue: 0,0:06:39.90,0:06:44.64,Default,,0000,0000,0000,,They would instantly smash through the \Npuzzle and decide my game was too easy Dialogue: 0,0:06:44.64,0:06:50.10,Default,,0000,0000,0000,,and thus boring, and thus judge me as a \Nhuman being to be inherently worthless. Dialogue: 0,0:06:50.10,0:06:56.16,Default,,0000,0000,0000,,So, I would be a little bit cheeky and \Nadd in some extra complexity to the level. Dialogue: 0,0:06:56.16,0:06:59.22,Default,,0000,0000,0000,,I would add in a whole bunch \Nof steps the player needs to Dialogue: 0,0:06:59.22,0:07:01.86,Default,,0000,0000,0000,,go through in order to actually solve the puzzle. Dialogue: 0,0:07:01.86,0:07:05.64,Default,,0000,0000,0000,,And I would add in these devious traps \Nwhere if the player did one thing wrong, Dialogue: 0,0:07:05.64,0:07:09.30,Default,,0000,0000,0000,,they'd be stuck and have to \Nreset the puzzle back to zero. Dialogue: 0,0:07:09.30,0:07:13.08,Default,,0000,0000,0000,,And I would obscure the actual \Nsolution to the puzzle with Dialogue: 0,0:07:13.08,0:07:15.84,Default,,0000,0000,0000,,some red herrings or some other elements. Dialogue: 0,0:07:15.84,0:07:20.10,Default,,0000,0000,0000,,And in doing this devious, Machiavellian \Ntrickery, I would end up with puzzles Dialogue: 0,0:07:20.10,0:07:27.24,Default,,0000,0000,0000,,that were messy and convoluted and \Nfrustrating and tedious to actually play. Dialogue: 0,0:07:27.24,0:07:32.76,Default,,0000,0000,0000,,I was focused so much on making the levels \Nhard, I had forgotten to make them fun. Dialogue: 0,0:07:33.66,0:07:34.62,Default,,0000,0000,0000,,Oops. Dialogue: 0,0:07:34.62,0:07:36.36,Default,,0000,0000,0000,,And here's the thing. Dialogue: 0,0:07:36.36,0:07:40.86,Default,,0000,0000,0000,,I never actually checked that assumption. Dialogue: 0,0:07:40.86,0:07:44.28,Default,,0000,0000,0000,,That assumption that players \Nwould immediately and instantly Dialogue: 0,0:07:44.28,0:07:48.78,Default,,0000,0000,0000,,figure out the solution, was that actually true? Dialogue: 0,0:07:48.78,0:07:52.92,Default,,0000,0000,0000,,So, I took Patrick's advice and \Nremade a whole bunch of levels Dialogue: 0,0:07:52.92,0:07:58.26,Default,,0000,0000,0000,,in the demo with a core focus on \Nclarity, elegance, and simplicity. Dialogue: 0,0:07:58.26,0:08:00.18,Default,,0000,0000,0000,,Take this level, for example. Dialogue: 0,0:08:00.18,0:08:06.66,Default,,0000,0000,0000,,In the original version, you have to use \Ntwo magnets to flip two switches simultaneously, Dialogue: 0,0:08:06.66,0:08:11.40,Default,,0000,0000,0000,,to lift two drill bits, to make a \Nlaser hit an orb to open a door. Dialogue: 0,0:08:11.40,0:08:15.12,Default,,0000,0000,0000,,It is tedious just describing it. Dialogue: 0,0:08:15.12,0:08:18.06,Default,,0000,0000,0000,,The actual puzzle in this level is, I think, Dialogue: 0,0:08:18.06,0:08:22.56,Default,,0000,0000,0000,,pretty good but it's obscured \Nbehind so much extra fluff. Dialogue: 0,0:08:22.56,0:08:25.98,Default,,0000,0000,0000,,So, I remade it to look like this. Dialogue: 0,0:08:25.98,0:08:31.02,Default,,0000,0000,0000,,It now requires just one magnet, \Nhas about three or four mechanics, Dialogue: 0,0:08:31.02,0:08:33.66,Default,,0000,0000,0000,,it's really small, and it's really simple. Dialogue: 0,0:08:33.66,0:08:38.88,Default,,0000,0000,0000,,Will players immediately figure \Nout the trick to this puzzle? Well, Dialogue: 0,0:08:38.88,0:08:42.30,Default,,0000,0000,0000,,I had literally no time to check. Dialogue: 0,0:08:42.30,0:08:48.18,Default,,0000,0000,0000,,I had to compile the build, chuck it on the Steam \NDeck, drive to the airport, board the plane, Dialogue: 0,0:08:48.18,0:08:53.70,Default,,0000,0000,0000,,and then sit in the same chair for 10 hours \Nstraight like a triple-A Dev in crunch mode. Dialogue: 0,0:08:53.70,0:08:55.68,Default,,0000,0000,0000,,Is that joke gonna get me in trouble? Is there Dialogue: 0,0:08:55.68,0:08:57.60,Default,,0000,0000,0000,,going to be an angry \NTwitter thread about that? Dialogue: 0,0:08:58.14,0:09:04.14,Default,,0000,0000,0000,,Okay, so I land in San Francisco, and after a \Nfew days of sightseeing - you know, Alcatraz, Dialogue: 0,0:09:04.14,0:09:12.66,Default,,0000,0000,0000,,the Golden Gate Bridge, the sea lions on Pier \N39, In-N-Out Burger... oh god, no. The chips! Dialogue: 0,0:09:13.50,0:09:19.08,Default,,0000,0000,0000,,What are you doing? But then it's GDC week, and \NI give the game to as many people as possible: Dialogue: 0,0:09:19.08,0:09:23.46,Default,,0000,0000,0000,,at mixers, at meetups, at a \Nbring-your-own-game event, Dialogue: 0,0:09:23.46,0:09:29.16,Default,,0000,0000,0000,,at meetings, and during breakfast over \Nbig stacks of American-style pancakes Dialogue: 0,0:09:29.16,0:09:33.48,Default,,0000,0000,0000,,(I guess they're not American-style, but \Nthey're just American pancakes. I'm in America). Dialogue: 0,0:09:33.48,0:09:38.40,Default,,0000,0000,0000,,And feedback on the demo was really pretty good. Dialogue: 0,0:09:38.40,0:09:42.36,Default,,0000,0000,0000,,People kept saying, "This feels like \Na real video game," and people would Dialogue: 0,0:09:42.36,0:09:47.04,Default,,0000,0000,0000,,refuse to give me the Steam Deck back \Nuntil they had finished the entire demo. Dialogue: 0,0:09:47.04,0:09:50.46,Default,,0000,0000,0000,,And to answer that question \Nof, was the game now too easy? Dialogue: 0,0:09:51.12,0:09:55.50,Default,,0000,0000,0000,,No, the game was actually kind \Nof the right level of challenge. Dialogue: 0,0:09:55.50,0:09:57.66,Default,,0000,0000,0000,,That puzzle I just talked about, for example, Dialogue: 0,0:09:57.66,0:10:03.18,Default,,0000,0000,0000,,players would get stuck for like a minute \Nor two and then figure out the solution Dialogue: 0,0:10:03.18,0:10:07.68,Default,,0000,0000,0000,,and have that sort of wide-eyed aha \Nmoment I've always been chasing. Dialogue: 0,0:10:07.68,0:10:10.50,Default,,0000,0000,0000,,I didn't have any of that \Nconfusion and frustration. Dialogue: 0,0:10:10.50,0:10:14.28,Default,,0000,0000,0000,,They just found it to be a \Ngood, fun, satisfying puzzle. Dialogue: 0,0:10:14.28,0:10:18.30,Default,,0000,0000,0000,,What turns out, it was completely the \Nright—Jesus Christ, that's a big spider. Dialogue: 0,0:10:20.16,0:10:26.34,Default,,0000,0000,0000,,Uh—where was I? Turns out it was completely \Nthe right move to make the game easier, Dialogue: 0,0:10:26.34,0:10:28.26,Default,,0000,0000,0000,,and in fact, I hadn't gone far enough. Dialogue: 0,0:10:28.26,0:10:32.22,Default,,0000,0000,0000,,There was one level in the demo \Nthat was still pretty fiddly. Dialogue: 0,0:10:32.22,0:10:36.66,Default,,0000,0000,0000,,One enthusiastic American described it \Nas, "Gee, this one's a real stumper." Dialogue: 0,0:10:36.66,0:10:41.34,Default,,0000,0000,0000,,And there were also just a bunch of \Nbasic, fundamental mechanics in the Dialogue: 0,0:10:41.34,0:10:46.62,Default,,0000,0000,0000,,game that I had never properly taught to \Nplayers, and that was making them stumble. Dialogue: 0,0:10:46.62,0:10:49.26,Default,,0000,0000,0000,,Like being able to use the magnet to ride up to a Dialogue: 0,0:10:49.26,0:10:53.04,Default,,0000,0000,0000,,higher platform or change the \Nmagnet's polarity from afar. Dialogue: 0,0:10:53.04,0:10:57.54,Default,,0000,0000,0000,,These were things that I felt were \Nso obvious about my game that I Dialogue: 0,0:10:57.54,0:11:01.74,Default,,0000,0000,0000,,didn't feel the need to have them \Nas puzzle solutions or tutorials. Dialogue: 0,0:11:01.74,0:11:05.82,Default,,0000,0000,0000,,But to someone who has never played \Nmy game before, they have no idea. Dialogue: 0,0:11:05.82,0:11:10.14,Default,,0000,0000,0000,,And so this is the big takeaway from this video: Dialogue: 0,0:11:10.14,0:11:13.92,Default,,0000,0000,0000,,American cuisine is pretty bad, but they \Ndo know how to make a good breakfast. Dialogue: 0,0:11:13.92,0:11:16.38,Default,,0000,0000,0000,,Wait, no, sorry, that's the wrong video. Dialogue: 0,0:11:16.38,0:11:22.74,Default,,0000,0000,0000,,This is the big takeaway from this video: always \Nchallenge your assumptions about your players. Dialogue: 0,0:11:22.74,0:11:26.94,Default,,0000,0000,0000,,I assumed that players would \Nfind my game to be too easy, Dialogue: 0,0:11:26.94,0:11:31.98,Default,,0000,0000,0000,,and so ended up making the levels to be \Nfrustrating, complicated, and convoluted. Dialogue: 0,0:11:31.98,0:11:35.76,Default,,0000,0000,0000,,And I assumed that people \Nwould know how to play my game, Dialogue: 0,0:11:35.76,0:11:39.78,Default,,0000,0000,0000,,and so forgot to tutorialise \Nabout half of the mechanics. Dialogue: 0,0:11:39.78,0:11:42.24,Default,,0000,0000,0000,,Now I don't feel too bad because I know Dialogue: 0,0:11:42.24,0:11:46.20,Default,,0000,0000,0000,,that this is actually a really \Ncommon mistake in game design. Dialogue: 0,0:11:46.20,0:11:51.24,Default,,0000,0000,0000,,It's so easy to assume that players \Nwill have the same skill, knowledge, Dialogue: 0,0:11:51.24,0:11:59.64,Default,,0000,0000,0000,,and understanding as you, the uh designer who's \Nbeen playing the game every day for months on end, Dialogue: 0,0:11:59.64,0:12:06.60,Default,,0000,0000,0000,,knows literally all of the solutions to all of the \Npuzzles and literally wrote the rules of the game. Dialogue: 0,0:12:06.60,0:12:08.16,Default,,0000,0000,0000,,Mark, you fool! Dialogue: 0,0:12:08.16,0:12:13.02,Default,,0000,0000,0000,,And so it's no surprise that developers can \Nend up tuning the game to be too difficult Dialogue: 0,0:12:13.02,0:12:17.10,Default,,0000,0000,0000,,or to not properly communicate \Nsome of the game's mechanics. Dialogue: 0,0:12:17.10,0:12:20.40,Default,,0000,0000,0000,,And as a game designer, it's one of your key jobs Dialogue: 0,0:12:20.40,0:12:26.28,Default,,0000,0000,0000,,to fight this urge and to really try and \Nput yourself in the shoes of the player. Dialogue: 0,0:12:26.28,0:12:28.50,Default,,0000,0000,0000,,So, I want to close out this video with some tips Dialogue: 0,0:12:28.50,0:12:33.24,Default,,0000,0000,0000,,and techniques that I have learned for \Ndoing a much more effective job at this. Dialogue: 0,0:12:33.24,0:12:38.40,Default,,0000,0000,0000,,For one, Mario's maker Shigeru Miyamoto \Ntells his new designers to try playing Dialogue: 0,0:12:38.40,0:12:43.38,Default,,0000,0000,0000,,the games with their left and right \Nhands switched on the controller, Dialogue: 0,0:12:43.38,0:12:49.02,Default,,0000,0000,0000,,which should hopefully give you an \Nexperience of being an inexperienced player. Dialogue: 0,0:12:49.02,0:12:53.70,Default,,0000,0000,0000,,That's quite a bold one, but perhaps you \Ncan think of ways to simulate the experience Dialogue: 0,0:12:53.70,0:12:57.96,Default,,0000,0000,0000,,of being someone who doesn't have all of \Nyour skills and knowledge about the game. Dialogue: 0,0:12:57.96,0:13:02.58,Default,,0000,0000,0000,,Also, Patrick, we actually did meet up \Nat GDC, and I bought him that drink. Dialogue: 0,0:13:02.58,0:13:09.78,Default,,0000,0000,0000,,Patrick assured me that thinking like a player is \Na skill that you can hone and develop over time. Dialogue: 0,0:13:09.78,0:13:11.46,Default,,0000,0000,0000,,And as I've shown in this video, Dialogue: 0,0:13:11.46,0:13:16.62,Default,,0000,0000,0000,,I think the best way to achieve this is \Nto watch other people play your game. Dialogue: 0,0:13:16.62,0:13:19.86,Default,,0000,0000,0000,,If possible, you want to be \Nin the same room as them. Dialogue: 0,0:13:19.86,0:13:23.88,Default,,0000,0000,0000,,There's nothing more humbling \Nthan sitting next to someone who Dialogue: 0,0:13:23.88,0:13:27.24,Default,,0000,0000,0000,,absolutely doesn't understand what \Nthe heck your game is even about. Dialogue: 0,0:13:27.24,0:13:32.46,Default,,0000,0000,0000,,You also want to play with people of all \Nsorts of experience levels and skill levels. Dialogue: 0,0:13:32.46,0:13:39.18,Default,,0000,0000,0000,,Some of my absolute best playtests come \Nfrom my two nephews, aged seven and ten, Dialogue: 0,0:13:39.18,0:13:42.60,Default,,0000,0000,0000,,though I do have to watch out for bias. Dialogue: 0,0:13:42.60,0:13:49.19,Default,,0000,0000,0000,,MARK: "Jack, what are your thoughts on the game?"\NJACK:"One million out of-- I love it!" Dialogue: 0,0:13:49.19,0:13:51.40,Default,,0000,0000,0000,,MARK: "Thank you. Rory, what do you think of Untitled Magnet Game?" Dialogue: 0,0:13:51.40,0:13:52.50,Default,,0000,0000,0000,,RORY:"I love it".\NMARK: "Thank you". Dialogue: 0,0:13:52.50,0:13:56.34,Default,,0000,0000,0000,,That is, of course, a good reminder \Nto spend more time watching how your Dialogue: 0,0:13:56.34,0:13:59.82,Default,,0000,0000,0000,,playtesters play than listening to what they say. Dialogue: 0,0:13:59.82,0:14:02.52,Default,,0000,0000,0000,,Oh, that's like I should put \Non like a t-shirt or something. Dialogue: 0,0:14:02.52,0:14:07.02,Default,,0000,0000,0000,,Another tip is to think about your \Ntarget audience for your game. Dialogue: 0,0:14:07.02,0:14:09.36,Default,,0000,0000,0000,,Have an idea of the sort of person, Dialogue: 0,0:14:09.36,0:14:13.56,Default,,0000,0000,0000,,the sort of skill level, experience \Nlevel, and games they like to play. Dialogue: 0,0:14:13.56,0:14:17.94,Default,,0000,0000,0000,,Have that in mind and make sure \Nyou're designing the game for them. Dialogue: 0,0:14:17.94,0:14:21.00,Default,,0000,0000,0000,,And make sure you're picking \Nappropriate playtesters. Dialogue: 0,0:14:21.00,0:14:28.56,Default,,0000,0000,0000,,A big part of this problem was that I was \Ngetting really worried that puzzle game experts, Dialogue: 0,0:14:28.56,0:14:33.36,Default,,0000,0000,0000,,people who played and completed \NStephen's Sausage Roll and Baba is You, Dialogue: 0,0:14:33.36,0:14:38.22,Default,,0000,0000,0000,,that those people would play my game and \Nthink it was simple and dumb and bad. Dialogue: 0,0:14:38.22,0:14:40.50,Default,,0000,0000,0000,,But they're not in my target audience. Dialogue: 0,0:14:40.50,0:14:45.78,Default,,0000,0000,0000,,I want this game to appeal to a much wider \Ngroup of people and players who have enjoyed Dialogue: 0,0:14:45.78,0:14:53.28,Default,,0000,0000,0000,,more gentle puzzle adventures like Toki Tori, \NBox Boy, Inside, Limbo, and Portal. Dialogue: 0,0:14:53.28,0:14:58.32,Default,,0000,0000,0000,,Having a target audience in mind is a \Ngreat way to keep your design on track. Dialogue: 0,0:14:58.32,0:15:01.80,Default,,0000,0000,0000,,And of course, there are ways to \Nappeal to a broader audience, too. Dialogue: 0,0:15:01.80,0:15:05.10,Default,,0000,0000,0000,,If you've made a really hard game, \Nyou could chuck in an assist mode. Dialogue: 0,0:15:05.10,0:15:11.34,Default,,0000,0000,0000,,If you've made a really easy game, you could put \Nin optional harder content or post-game stuff. Dialogue: 0,0:15:11.34,0:15:16.08,Default,,0000,0000,0000,,And finally, don't be afraid \Nto start stuff from scratch. Dialogue: 0,0:15:16.08,0:15:22.68,Default,,0000,0000,0000,,When you're making a level, there's a lot of \Ndiscovery involved, and that usually ends up with Dialogue: 0,0:15:22.68,0:15:29.46,Default,,0000,0000,0000,,you accumulating a lot of fluff and other garbage \Nas you're figuring out what this level even is. Dialogue: 0,0:15:29.46,0:15:33.54,Default,,0000,0000,0000,,My recommendation, then, is \Nto start the level again but Dialogue: 0,0:15:33.54,0:15:37.80,Default,,0000,0000,0000,,with the knowledge you have acquired \Nwhile doing that rushed first draft. Dialogue: 0,0:15:37.80,0:15:43.80,Default,,0000,0000,0000,,You will no doubt end up with a much more \Nelegant and coherent version of the level. Dialogue: 0,0:15:43.80,0:15:47.70,Default,,0000,0000,0000,,I mean, I always do this with \Nepisodes of Game Maker's Toolkit. Dialogue: 0,0:15:47.70,0:15:51.30,Default,,0000,0000,0000,,The script goes through five or six \Ndifferent revisions before I hit record. Dialogue: 0,0:15:51.30,0:15:57.60,Default,,0000,0000,0000,,Why wasn't I doing this with the level design? \NSo, I came back from GDC with loads of motivation, Dialogue: 0,0:15:57.60,0:16:02.10,Default,,0000,0000,0000,,great ideas for where to take the \Ngame next, and really bad jet lag. Dialogue: 0,0:16:02.10,0:16:06.72,Default,,0000,0000,0000,,I want to say a huge thank you to everyone \Nwho said hi or hung out with me at GDC. Dialogue: 0,0:16:06.72,0:16:11.28,Default,,0000,0000,0000,,It was amazing to meet so many people \Nwho watch Game Maker's Toolkit, Dialogue: 0,0:16:11.28,0:16:16.68,Default,,0000,0000,0000,,participate in the game jam, or are following \Nme here on this game development journey. Dialogue: 0,0:16:16.68,0:16:20.40,Default,,0000,0000,0000,,It was even cool to meet that one \Nguy who kept showing me his NFTs. Dialogue: 0,0:16:20.40,0:16:23.10,Default,,0000,0000,0000,,Cool dude, you're killing it, bro. Dialogue: 0,0:16:23.10,0:16:29.94,Default,,0000,0000,0000,,I was also just made to feel like part of \Nthis wonderful community of game makers, Dialogue: 0,0:16:29.94,0:16:35.64,Default,,0000,0000,0000,,and so I can't wait to go back next \Nyear with hopefully maybe a finished Dialogue: 0,0:16:35.64,0:16:39.84,Default,,0000,0000,0000,,game or something much closer \Nto being done than it is now. Dialogue: 0,0:16:39.84,0:16:44.76,Default,,0000,0000,0000,,Until then, my next job is to take \Nanother step back and make a demo Dialogue: 0,0:16:44.76,0:16:49.20,Default,,0000,0000,0000,,that explores even more basic, \Nfundamental concepts of my game, Dialogue: 0,0:16:49.20,0:16:54.24,Default,,0000,0000,0000,,and then get that demo in front of \Npeople in my key target audience. Dialogue: 0,0:16:54.24,0:16:59.76,Default,,0000,0000,0000,,For now, if you want to play any of the \Nthree demos I described in this video, Dialogue: 0,0:16:59.76,0:17:02.58,Default,,0000,0000,0000,,they're available for free on itch.io. Dialogue: 0,0:17:02.58,0:17:04.80,Default,,0000,0000,0000,,I'm not taking any more feedback on these demos, Dialogue: 0,0:17:04.80,0:17:08.28,Default,,0000,0000,0000,,but it might be interesting to \Nsee how the game is coming along. Dialogue: 0,0:17:08.28,0:17:12.42,Default,,0000,0000,0000,,Thank you so much for watching, \Nand I'll see you again soon.