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Don't make this assumption about your players

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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.
Title:
Don't make this assumption about your players
Description:

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Video Language:
English
Duration:
17:35

English subtitles

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