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Hi, my name is Mark, and I am
making a video game about magnets.
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Okay, so this was the plan: take all of
the levels I made in the previous episode,
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bundle them into a demo, slap that demo
onto a Steam Deck, fly to San Francisco,
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and give the demo to people attending
the Game Developers Conference.
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But with just one week to go
before my flight, I gave my
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demo to a key playtester, and he did not enjoy it.
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He found it to be frustrating and tedious
and gave up before the demo was even over.
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And it was in that moment that I realised
I had made a huge and pretty common mistake
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when it came to thinking about
my game's level of difficulty.
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What did I do wrong, and critically,
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was I able to fix it before flying out to
California? Well, stick around to find out.
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[Music]
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Okay, let me back up a little bit.
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In the previous episode, I showed
you how I used a puzzle matrix to
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help generate ideas for about 26 different levels.
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Then, after that episode went live, I bundled
them into a pretty chunky hour-long demo,
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featuring three different worlds, two different
magnets, and a bunch of different mechanics,
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like colour-changing panels,
laser beams, moving platforms,
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boxes on wheels, spinning switches, and so on.
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As always, the first people to get this
demo were GMTK patrons on my Discord.
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They gave me loads of feedback
and advice and unearthed bugs,
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exploits, annoyances, and inconsistencies.
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As always, I am hugely grateful for their help.
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Then, completely out of the blue, I get an
email from one Patrick Traynor, the Patrick
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of Patrick's Parabox, the brilliant puzzle game
I showed in the previous episode of this series.
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He thanked me for including his game in my
video and wished me luck with my magnet game.
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And I said, "Want to play a
demo?" He very kindly said yes,
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and then a few days later, I
get an email with a single word:
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"played," and a link to a YouTube video:
a two-hour playthrough of the game.
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Now, if you're wondering why I'm hesitating,
he gave me no indication of whether or not he
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liked the game, and so I would just have
to watch him evaluate it in real-time.
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And so, if he hated the game, I would just
have to sit there and watch someone become
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more and more disappointed in me, which is,
you know, surely what parents are for, right?
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But I finally worked up the
courage to hit play on the video,
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and on the whole, he actually really liked it.
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He was laughing and smiling.
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He complimented me on some
of the puzzles and talked
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up the potential behind the game's core mechanics.
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PATRICK: "These mechanics make me think like, 'Why
isn't someone else made a magnet platformer
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like this before?'"
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And any criticisms he
had came with brilliant help and advice.
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For example, I should make it more clear what
the player can't do in any individual puzzle.
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So, if a gap is too big for the player
to jump, it should be a really big gap.
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If a door closes too quickly
for the player to get through,
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it should snap shut immediately, stuff like that.
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He also gave me another huge piece of advice,
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which was to simplify the levels, even
if that meant making the game easier.
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Advice which I roundly
ignored, more on that in a bit.
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But anyway, there were about
two weeks to go before GDC,
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so I decided to use all of the feedback from my
patrons and from Patrick to overhaul the demo.
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I removed a bunch of levels
that just didn't quite work.
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This one relied way too much on
quick reflexes to be a good puzzle.
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This one had a huge exploit
which I couldn't easily fix.
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I also snuck in one level which
was not a puzzle but was just
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pure platforming to see how players
would react to that change of pace,
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but feedback was mixed, so I've left
that on the cutting room floor for now.
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I also made some new puzzles
to fill in those gaps.
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I worked on improving the readability
of certain mechanics in the game.
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For example, these icons which denote
when a button is linked to an object.
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I also replaced this weird magnet
sensor thing with a panel on a
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pulley which triggers a button when
the rope hits the bottom point.
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I also swapped out these simple green buttons
for a more satisfying Frankenstein-style switch.
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I made a lock and key for certain types of puzzles
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which has a pretty satisfying
animation when you grab the key.
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I polished up the pause menu and
added in a better title screen.
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And, oh yeah, I made an
entire new dialogue system.
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There's only one prototype conversation
in this demo, but it should hopefully
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give people an idea of what the story
might look like in the finished game.
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So, the demo was done and dusted.
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There was just one week to
go before San Francisco,
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and so I gave the game to a key playtester.
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And as I said in the intro, he was not a fan.
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He was frustrated and annoyed.
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He found levels overly complicated
and just tedious to play.
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And in a lot of cases, he would
simply hand me the controller and say,
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"Can you just, like, can you just do this
one?" And that playtester, that was my dad.
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What'd I say about parents and disappointment?
But, as painful as that playtest was,
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I think it was also the most important
playtest in this entire development process.
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You see, at that moment, it was
like seeing through the Matrix.
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I could see exactly why and
how I had messed up so badly.
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And I also realized that if
I ever met Patrick in person,
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I would need to buy him a drink
for ignoring his brilliant advice.
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So, here's what happened.
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Every time I would design a level,
I would end up with a pretty simple
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layout for the puzzle which just tests the
player on a single, nice little interaction.
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But then, I would assume that players
would solve that puzzle immediately.
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They would instantly smash through the
puzzle and decide my game was too easy
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and thus boring, and thus judge me as a
human being to be inherently worthless.
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So, I would be a little bit cheeky and
add in some extra complexity to the level.
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I would add in a whole bunch
of steps the player needs to
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go through in order to actually solve the puzzle.
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And I would add in these devious traps
where if the player did one thing wrong,
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they'd be stuck and have to
reset the puzzle back to zero.
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And I would obscure the actual
solution to the puzzle with
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some red herrings or some other elements.
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And in doing this devious, Machiavellian
trickery, I would end up with puzzles
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that were messy and convoluted and
frustrating and tedious to actually play.
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I was focused so much on making the levels
hard, I had forgotten to make them fun.
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Oops.
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And here's the thing.
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I never actually checked that assumption.
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That assumption that players
would immediately and instantly
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figure out the solution, was that actually true?
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So, I took Patrick's advice and
remade a whole bunch of levels
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in the demo with a core focus on
clarity, elegance, and simplicity.
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Take this level, for example.
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In the original version, you have to use
two magnets to flip two switches simultaneously,
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to lift two drill bits, to make a
laser hit an orb to open a door.
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It is tedious just describing it.
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The actual puzzle in this level is, I think,
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pretty good but it's obscured
behind so much extra fluff.
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So, I remade it to look like this.
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It now requires just one magnet,
has about three or four mechanics,
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it's really small, and it's really simple.
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Will players immediately figure
out the trick to this puzzle? Well,
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I had literally no time to check.
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I had to compile the build, chuck it on the Steam
Deck, drive to the airport, board the plane,
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and then sit in the same chair for 10 hours
straight like a triple-A Dev in crunch mode.
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Is that joke gonna get me in trouble? Is there
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going to be an angry
Twitter thread about that?
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Okay, so I land in San Francisco, and after a
few days of sightseeing - you know, Alcatraz,
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the Golden Gate Bridge, the sea lions on Pier
39, In-N-Out Burger... oh god, no. The chips!
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What are you doing? But then it's GDC week, and
I give the game to as many people as possible:
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at mixers, at meetups, at a
bring-your-own-game event,
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at meetings, and during breakfast over
big stacks of American-style pancakes
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(I guess they're not American-style, but
they're just American pancakes. I'm in America).
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And feedback on the demo was really pretty good.
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People kept saying, "This feels like
a real video game," and people would
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refuse to give me the Steam Deck back
until they had finished the entire demo.
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And to answer that question
of, was the game now too easy?
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No, the game was actually kind
of the right level of challenge.
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That puzzle I just talked about, for example,
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players would get stuck for like a minute
or two and then figure out the solution
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and have that sort of wide-eyed aha
moment I've always been chasing.
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I didn't have any of that
confusion and frustration.
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They just found it to be a
good, fun, satisfying puzzle.
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What turns out, it was completely the
right—Jesus Christ, that's a big spider.
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Uh—where was I? Turns out it was completely
the right move to make the game easier,
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and in fact, I hadn't gone far enough.
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There was one level in the demo
that was still pretty fiddly.
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One enthusiastic American described it
as, "Gee, this one's a real stumper."
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And there were also just a bunch of
basic, fundamental mechanics in the
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game that I had never properly taught to
players, and that was making them stumble.
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Like being able to use the magnet to ride up to a
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higher platform or change the
magnet's polarity from afar.
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These were things that I felt were
so obvious about my game that I
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didn't feel the need to have them
as puzzle solutions or tutorials.
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But to someone who has never played
my game before, they have no idea.
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And so this is the big takeaway from this video:
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American cuisine is pretty bad, but they
do know how to make a good breakfast.
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Wait, no, sorry, that's the wrong video.
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This is the big takeaway from this video: always
challenge your assumptions about your players.
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I assumed that players would
find my game to be too easy,
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and so ended up making the levels to be
frustrating, complicated, and convoluted.
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And I assumed that people
would know how to play my game,
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and so forgot to tutorialise
about half of the mechanics.
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Now I don't feel too bad because I know
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that this is actually a really
common mistake in game design.
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It's so easy to assume that players
will have the same skill, knowledge,
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and understanding as you, the uh designer who's
been playing the game every day for months on end,
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knows literally all of the solutions to all of the
puzzles and literally wrote the rules of the game.
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Mark, you fool!
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And so it's no surprise that developers can
end up tuning the game to be too difficult
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or to not properly communicate
some of the game's mechanics.
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And as a game designer, it's one of your key jobs
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to fight this urge and to really try and
put yourself in the shoes of the player.
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So, I want to close out this video with some tips
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and techniques that I have learned for
doing a much more effective job at this.
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For one, Mario's maker Shigeru Miyamoto
tells his new designers to try playing
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the games with their left and right
hands switched on the controller,
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which should hopefully give you an
experience of being an inexperienced player.
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That's quite a bold one, but perhaps you
can think of ways to simulate the experience
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of being someone who doesn't have all of
your skills and knowledge about the game.
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Also, Patrick, we actually did meet up
at GDC, and I bought him that drink.
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Patrick assured me that thinking like a player is
a skill that you can hone and develop over time.
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And as I've shown in this video,
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I think the best way to achieve this is
to watch other people play your game.
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If possible, you want to be
in the same room as them.
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There's nothing more humbling
than sitting next to someone who
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absolutely doesn't understand what
the heck your game is even about.
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You also want to play with people of all
sorts of experience levels and skill levels.
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Some of my absolute best playtests come
from my two nephews, aged seven and ten,
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though I do have to watch out for bias.
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MARK: "Jack, what are your thoughts on the game?"
JACK:"One million out of-- I love it!"
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MARK: "Thank you. Rory, what do you think of Untitled Magnet Game?"
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RORY:"I love it".
MARK: "Thank you".
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That is, of course, a good reminder
to spend more time watching how your
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playtesters play than listening to what they say.
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Oh, that's like I should put
on like a t-shirt or something.
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Another tip is to think about your
target audience for your game.
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Have an idea of the sort of person,
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the sort of skill level, experience
level, and games they like to play.
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Have that in mind and make sure
you're designing the game for them.
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And make sure you're picking
appropriate playtesters.
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A big part of this problem was that I was
getting really worried that puzzle game experts,
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people who played and completed
Stephen's Sausage Roll and Baba is You,
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that those people would play my game and
think it was simple and dumb and bad.
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But they're not in my target audience.
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I want this game to appeal to a much wider
group of people and players who have enjoyed
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more gentle puzzle adventures like Toki Tori,
Box Boy, Inside, Limbo, and Portal.
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Having a target audience in mind is a
great way to keep your design on track.
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And of course, there are ways to
appeal to a broader audience, too.
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If you've made a really hard game,
you could chuck in an assist mode.
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If you've made a really easy game, you could put
in optional harder content or post-game stuff.
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And finally, don't be afraid
to start stuff from scratch.
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When you're making a level, there's a lot of
discovery involved, and that usually ends up with
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you accumulating a lot of fluff and other garbage
as you're figuring out what this level even is.
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My recommendation, then, is
to start the level again but
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with the knowledge you have acquired
while doing that rushed first draft.
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You will no doubt end up with a much more
elegant and coherent version of the level.
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I mean, I always do this with
episodes of Game Maker's Toolkit.
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The script goes through five or six
different revisions before I hit record.
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Why wasn't I doing this with the level design?
So, I came back from GDC with loads of motivation,
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great ideas for where to take the
game next, and really bad jet lag.
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I want to say a huge thank you to everyone
who said hi or hung out with me at GDC.
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It was amazing to meet so many people
who watch Game Maker's Toolkit,
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participate in the game jam, or are following
me here on this game development journey.
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It was even cool to meet that one
guy who kept showing me his NFTs.
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Cool dude, you're killing it, bro.
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I was also just made to feel like part of
this wonderful community of game makers,
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and so I can't wait to go back next
year with hopefully maybe a finished
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game or something much closer
to being done than it is now.
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Until then, my next job is to take
another step back and make a demo
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that explores even more basic,
fundamental concepts of my game,
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and then get that demo in front of
people in my key target audience.
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For now, if you want to play any of the
three demos I described in this video,
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they're available for free on itch.io.
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I'm not taking any more feedback on these demos,
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but it might be interesting to
see how the game is coming along.
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Thank you so much for watching,
and I'll see you again soon.