4.8 • 743 Ratings
🗓️ 11 July 2014
⏱️ 33 minutes
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0:00.0 | I'm pulling on my driveway. |
0:02.3 | We all know what that means. |
0:04.2 | It's time for another drive to work. |
0:07.0 | Okay, so as of this recording, I've already finished a five-part series on Rise of the Obrazi. |
0:15.5 | But I like to break them up a little bit, and so I've recorded this after, but it's appearing before I finish. |
0:20.3 | So I just like to have a little breather. So I've recorded this after, but it's appearing before I finish. So, |
0:25.1 | um, I just like have a little breather. So today I'm going to talk about something that people have requested. I talk about playtesting. Um, now be aware, I'm a designer. So I'm going to talk |
0:31.4 | more about play testing on the design side. I'll talk a little bit about what it means on the development side, but that's not something I do. |
0:39.0 | I have less insight. |
0:41.0 | I guess I have some insight, but I have less insight. |
0:44.0 | Okay, so let's talk about play testing. |
0:46.9 | Why is play testing so important? |
0:49.6 | Well, the answer is that there's only so much theoretical work one can do. |
0:55.3 | For example, let's say you're building a car. |
0:58.3 | Well, you can think about the car and look at pictures of the car, |
1:01.4 | but at some point, if you really want to figure out whether or not your car works, |
1:05.2 | you've got to drive the car. |
1:06.8 | And the same is true for a game, that no matter what you do, no matter what you think about, |
1:12.2 | no matter what you compare it to, in the end, nothing is going to tell you whether it works |
1:16.7 | other than just playing it. |
1:19.0 | So a big part of design and development is playtesting. |
1:24.2 | So I'm going to walk through today sort of different things we do in playtesting and talk about how we playtest. |
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