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Valve's "Secret Weapon"

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    About a year into the development of Portal,
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    playtesters kept giving 
    Valve very similar feedback.
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    Something along the lines of "that was a great 
    tutorial, I can't wait to play the actual game".
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    *VCR Pause Sound Effect*
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    Uh. Slight problem. That was the actual game.
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    Despite playing through 14 or so 
    hand-crafted puzzles, players were
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    clearly missing some vital element that would 
    tell them this was, indeed, a video game.
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    And so after a lot of discussion, Valve 
    decided that the game needed an antagonist:
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    someone to push back against the player,
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    to provide motivation to keep moving, 
    and to put these puzzles into context:
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    this was all training in order to defeat a boss.
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    The end result was, of course, GLaDOS:
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    a loopy AI overlord with a 
    biting, passive-aggressive wit.
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    She teases you, taunts you, tricks you.
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    And the whole game leads up to a climactic 
    one-on-one showdown in her central chamber.
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    GLaDOS: "Well, you found me. 
    Congratulations. Was it worth it?
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    Because despite your violent behaviour, the only 
    thing you've managed to break so far is my heart."
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    Thanks to sharp writing and killer voice acting,
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    she has become one of the most iconic 
    video game villains of all time.
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    But, says Valve's Robin Walker, "her 
    genesis begins with a straightforward
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    process of us trying to solve the 
    core gameplay problem in Portal".
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    Now if you ask me, the fact that 
    GLaDOS may never have existed if
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    it wasn't for this feedback goes 
    to show the value of playtesting.
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    Not to be confused with quality 
    assurance - that's for rooting out bugs.
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    Or focus testing - that's for market research.
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    No: playtesting is simply watching 
    people play through a chunk of the game
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    - sometimes with a questionnaire 
    or interview at the end -
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    and then using what you see and hear 
    to drive changes in the game's design.
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    For example, if Valve sees that 
    players are routinely getting
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    themselves killed when trying 
    to redirect these energy balls
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    - perhaps they should make a change -
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    like having it so you can only place portals on 
    walls that are way above the player's height.
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    And so on Portal, this approach was used to 
    touch up almost every aspect of the game.
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    Valve used playtesting to make sure 
    the learning curve was perfect,
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    they used it to remove moments of frustration,
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    to make sure players noticed key objects,
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    to improve the pacing, to tweak the difficulty,
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    and to ensure the storyline was coherent.
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    Playtesting even led to the game's iconic visual 
    style, with those sterile white walls and floor.
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    Originally, the game featured 
    cluttered and grungy environments,
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    but playtesters found it hard to 
    identify the key puzzle elements.
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    In one test, a player spent half an hour trying to
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    push a shelf onto a button - while 
    completely ignoring a nearby box.
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    Kim Swift - one of the key developers 
    on the project - calls playtesting
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    "the most important thing that we 
    learned since coming to Valve".
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    You see, if you didn't know, Portal 
    started life as Narbacular Drop:
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    a student project made at 
    Digipen University in Washington.
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    hey were invited to show the game off at 
    Valve's headquarters and about halfway
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    through the demo, CEO Gabe Newell stopped the 
    presentation to offer the entire team a job.
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    Their goal was to remake the game in the source 
    engine, and within the Half-Life universe.
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    And to help, Valve introduced the small 
    student team to its game development process.
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    Here's how it works.
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    You start with a goal: perhaps, in this case,
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    to make a puzzle that is clearly 
    readable, and satisfying to solve.
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    You then take a stab at reaching that goal,
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    by designing something - in 
    this case, a test chamber.
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    Next, you evaluate whether your design 
    reached that goal by doing a playtest.
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    And if it doesn't meet the grade, 
    change the design and repeat.
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    Valve keeps going with this 
    iterative process until it
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    is "no longer excruciatingly painful to watch 
    the playtests", says developer David Speyrer.
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    GLaDOS: "Fantastic! You remained 
    resolute and resourceful in an
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    atmosphere of extreme pessimism."
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    Perhaps, given the subjects 
    of its most famous games,
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    its apt that Valve sees game development as 
    an engineering problem or a scientific study.
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    Valve's former in-house psychologist, 
    Mike Ambinder, says "we see our game
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    designs as hypotheses and our playtests as 
    experiments to validate these hypotheses".
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    Now, it should be said that playtesting 
    is by no means exclusive to Valve.
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    And indeed, every game developer sources 
    player feedback at some point in the process.
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    But the difference is that Valve is obsessed 
    with it, to an almost religious degree.
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    Ambinder calls playtesting "the most important 
    part of the game development process".
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    Newell calls it "our secret weapon".
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    And a designer who joined the studio in 2018 said
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    “I always heard that Valve does a lot of 
    playtesting before I came to work here,
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    and I was not prepared for the amount 
    of playtesting this company does".
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    Valve does playtesting early.
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    Swift and her team started running playtests of 
    Portal after just one week of starting to build
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    the game at Valve, even though they only 
    had one half-finished room to show people.
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    And then do it often.
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    Portal was playtested practically every week.
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    They'd do a playtest on Friday, 
    discuss the results on Monday,
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    apply the lessons the rest of the 
    week, and test again on Friday.
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    It sounds extreme.
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    But I think this devotion to playtesting 
    makes a lot more sense when you learn
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    about the disastrous development of 
    Valve's very first game, Half-Life.
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    About two months before 
    Half-Life was supposed to ship,
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    Valve realised that the game... well, sucked.
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    The developer said "you couldn't play the 
    game all the way through, none of the levels
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    tied together well, and there were serious 
    technical problems with most of the game.
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    As a whole the game just wasn't working."
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    The only real option on the table was to 
    scrap the whole thing and start from scratch.
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    But this time, they would do things 
    differently - which lead to two game
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    development philosophies that are 
    still present in the studio today.
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    One is the idea of the cabal: where 
    the staff is split up into tiny,
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    multi-disciplined teams who each take complete 
    ownership of a small chunk of the game.
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    But the other is frequent playtesting, from 
    the very earliest point of development.
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    This time, if the game sucked, 
    they wanted to know right away.
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    So, about three months into development of the 
    restarted Half-Life, they started playtesting.
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    They found random gamers in video game shops,
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    and contacted people who filled in those little 
    registration cards you got in old PC boxes.
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    They'd sit them down in front of 
    the game and just watch them play.
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    Each test would result in dozens 
    of things that needed to be fixed,
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    changed, added, or deleted from the game.
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    Like, after watching some playtesters break 
    every crate in a level, Valve realised it
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    probably needed to stuff some of those boxes 
    with goodies like ammo and health packs.
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    And this new process obviously worked: this 
    version of Half-Life was a huge success,
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    and is now seen as one of the most 
    important and influential games ever made.
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    And, as such, Valve would use playtesting 
    extensively in all of its future games.
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    On Half-Life 2, Valve planned to give out 
    the gravity gun towards the end of the game,
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    but players loved using it so much, the team 
    decided to make it available much sooner.
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    On Left 4 Dead, playtesters found it hard 
    to find teammates who were in trouble,
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    which led to the x-ray outlines 
    of your fellow survivors.
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    And on Portal 2, a paint type that 
    let you walk on walls was scrapped,
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    when it made multiple playtesters feel queasy.
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    The arrival of Steam allowed Valve 
    to go further - converting millions
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    of online players into post-launch playtesters.
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    When Steam's data showed that lots of 
    players were getting stuck in Episode One,
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    they released a patch to reduce the 
    difficulty of a tricky siege battle.
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    Plus, playtesting was instrumental 
    when exploring an all-new technology,
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    virtual reality, for Half-Life: Alyx.
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    For instance, Valve learned that a player's 
    tolerance for standing around watching people
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    talk was significantly lower in virtual 
    reality, so had to speed up the game's pace.
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    "Player behaviour helped us navigate VR 
    development," says Valve's Christine Phelan.
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    "You could almost think of the player as another 
    designer. There is barely a moment in the game
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    that wasn't improved by what playtesters told 
    us and showed us through their play behaviour".
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    So, from Half-Life 1 to Half-Life: Alyx, 
    playtesting has been an invaluable tool for Valve.
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    So I want to share some tips from the developers, 
    to show you how to playtest more effectively.
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    Though it should be stated: Valve 
    is not like other companies.
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    From its unorthodox organisational 
    structure to its near infinite resources,
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    there are very few companies on 
    Earth who can copy what Valve does.
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    And also: this approach may work best on super 
    linear, extremely hand-crafted story games
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    - and other techniques, like heat maps, 
    may work better for other types of game.
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    But, with those caveats out of the way,
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    perhaps their experience can still 
    provide some useful guidance.
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    So, tip number one is test early.
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    Valve says "playtesting is where we make
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    the vast majority of our most 
    important changes to our game.
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    So we try to do it as early as possible on 
    the project, to get the most value out of it."
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    When you identify a problem early 
    on, you have time to go back to
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    the drawing board and develop an 
    effective solution to the problem.
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    But do it too late, and sometimes the only way to 
    fix a problem is with a flimsy band-aid solution.
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    Like, uh, I dunno, having the characters just 
    tell you the solution to a crummy puzzle.
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    Valve may start testing within a few days of 
    prototyping a mechanic or designing a level.
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    Even if it looks hideously ugly, with programmer 
    art or bright orange textures on all the walls.
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    But this actually helps them avoid 
    wasting time on other aspects:
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    there's no point investing heavily 
    in art or audio if the game mechanic
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    is gonna be completely changed 
    - or cut from the game entirely.
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    Number two is test often.
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    Valve typically tests every single week,
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    to make sure that they are constantly 
    iterating on player feedback.
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    This also leads to a huge amount of data.
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    Each Half-Life 2 chapter had about 
    100 playtesters, for example.
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    And that mass of information can be invaluable.
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    By having a huge number of people look 
    at the game, Valve can look for common
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    trends in the feedback, and avoid tweaking 
    the game based on a few weird outliers.
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    And the more experience you have seeing 
    people interact with your designs,
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    the better you'll get at preempting 
    this feedback in the future.
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    Gabe Newell says "after you've watched a couple 
    hundred playtests, you start to develop a much
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    better sense of what are successful 
    and unsuccessful design strategies".
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    So, some famous lessons learnt 
    at Valve include "players don't
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    learn when stressed" and "players don't look up".
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    Number three is shut up and watch.
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    A playtest should try to simulate the 
    actual experience of playing the game.
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    Which means the observers need to stay 
    quiet for the duration of the test:
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    no hints, no guidance, no 
    answers to burning questions.
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    "Nothing is quite so humbling as being forced 
    to watch in silence as some poor playtester
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    stumbles around your level for 20 minutes, 
    unable to figure out the 'obvious' answer
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    that you now realise is completely arbitrary and 
    impossible to figure out", the studio has said.
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    Post-game interviews and 
    questionnaires can certainly happen
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    - those were instrumental in solving 
    the GLaDOS problem after all -
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    but you'll often learn more by watching 
    players than by talking to them.
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    Swift says "they may tell you later 
    that they like the game but you'll
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    really tell by their body language whether 
    or not they actually enjoyed themselves".
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    It's also a common game design trope that
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    playtesters like to offer potential 
    solutions to the problems they face
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    - but as they don't have insider 
    knowledge of your vision or constraints,
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    those solutions are usually better left ignored.
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    Number four is designers should run playtests.
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    Valve does not outsource testing to a special 
    department or leave it with a publisher:
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    playtesting is done by the people 
    who are actually responsible for the
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    design and execution of the 
    level or mechanic in question.
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    The cabal, from earlier.
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    This shows the developers 
    exactly what needs fixing,
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    and can give much-needed 
    motivation to improve the game.
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    And player behaviour might inspire new puzzle 
    solutions or ideas for the designers watching.
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    Like, in Half-Life Alyx, players would 
    instinctively cover their real-life mouth
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    to stop Alyx from coughing, and alerting 
    a gigantic blind zombie named Jeff.
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    So Valve turned covering your 
    mouth into an actual game mechanic.
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    Number five is get the right people.
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    Valve gets feedback from a huge 
    variety of different playtesters,
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    from fellow staff members to 
    little kids to pro gamers.
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    But its learned to always have a target 
    audience in mind when making changes.
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    Like, when Valve was figuring out how to 
    make a climactic boss fight against GLaDOS,
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    they initially got feedback 
    from hardcore FPS players,
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    who said the level needed more action, 
    more challenge, and more skill.
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    But that idea was a dud:
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    when facing this tricky boss 
    fight, says Erik Wolpaw,
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    "the vast majority of playtesters who 
    had gotten used to the slower-paced,
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    cerebral nature of Portal were just 
    frustrated, confused, and dissatisfied".
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    They still wanted to satisfy 
    those hardcore FPS players,
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    but did so through optional content, like 
    Portal's advanced chambers and challenge maps.
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    Number six is to challenge your assumptions.
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    Okay, so maybe the GLaDOS boss fight 
    didn't need to be a test of skill.
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    So, perhaps it needed to be the most 
    complex puzzle in the entire game?
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    Surely that would be a suitable climax.
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    But, here's the thing - playtesters 
    thought the game's mid-point escape,
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    that bit where you use a portal to 
    avoid falling into a pit of fire
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    - players thought that was 
    incredibly climactic and satisfying.
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    Even though it's basically 
    the easiest puzzle in Portal.
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    But Valve realised the time 
    pressure, the visual impact,
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    and the high drama all made it 
    way more exciting to players.
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    So maybe they were overthinking 
    the final boss, too.
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    "We've been holding on to this idea that 
    we need a complex puzzle at the end and
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    it simply wasn't true", says Swift, and so 
    they settled on a pretty simple sequence.
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    It's very easy for game designers to make 
    wonky assumptions about how players will act
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    - I recently made a whole video about 
    doing this in my own puzzle game.
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    I'll drop a link to that one in 
    the end screen of this video.
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    Perhaps the most important tip, though, 
    is that playtesting feedback is just data,
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    and it's up to the designer how that data 
    is interpreted, filtered, and applied.
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    For example, Half-Life 2 originally 
    had a very short introduction before
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    Gordon Freeman grabbed a gun and started shooting.
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    Playtesters loved it.
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    Who wouldn't be excited when 
    jumping into the action?
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    And so, given this good feedback, it would be 
    easy to keep the game exactly like that.
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    But, despite the positive sentiment, writer 
    Marc Laidlaw says Valve decided to keep working.
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    They thought it would be better to delay combat.
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    "We wanted you to witness the cops doing 
    something horrible, and feel like what you
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    were doing was a response to that - not that 
    you were just a killing machine," says Laidlaw.
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    And they thought it would lead to 
    a better emotional pay-off if you
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    had to wait a much longer time before 
    finally getting Gordon's iconic crowbar.
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    BARNEY: "Oh, and before I forget. I think 
    you dropped this back in Black Mesa.
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    Good luck out there, buddy."
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    Here's the thing: playtesting 
    is as useful as you make it.
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    If you just bend the game to the whims and 
    desires of every playtester who comes through,
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    you'll end up with a dumbed-down game, 
    or bland, design-by-committee sludge.
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    But if you go in with a clear goal.
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    A specific game you want to make, for a 
    specific audience you want to entertain.
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    And then use playtesting to validate 
    whether you are hitting that goal,
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    you can use feedback to unlock the 
    incredible game you are trying to make.
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    Oh, don't click off.
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    I've got one last Portal story 
    while the Patreon credits roll.
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    So, the invention of GlaDOS is actually not 
    the most dramatic change that Valve has made,
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    in response to player feedback.
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    During an internal game jam, held 
    shortly after the release of Portal 1,
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    a bunch of Valve developers came up with 
    an experimental puzzle game called F-Stop.
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    In this game, you use a camera 
    to take photos of objects.
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    Then, you can spawn that object elsewhere in the world 
    - perhaps at a completely different scale.
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    Gabe Newell loved the concept, and said it 
    should be developed as a follow-up to Portal
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    - meaning each game in the series would feature
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    a different piece of technology 
    developed at Aperture Science.
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    But, after nearly a year of development,
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    playtesters were very vocal in their feedback: 
    Portal without portals just didn't work.
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    And so Valve decided to scrap the game 
    and start Portal 2 all over again.
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    In recent years, we've been able to 
    see what F-Stop might have looked like,
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    as fans have used leaked assets and code 
    to make various recreations of the game.
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    But Valve never returned to the concept.
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    If you want to play something similar,
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    check out Superliminal, or wait for the 
    upcoming photography puzzler, Viewfinder.
  • 17:29 - 17:30
    Thanks for watching.
Title:
Valve's "Secret Weapon"
Description:

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Video Language:
English
Duration:
17:31

English subtitles

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