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Play the game. When you notice something isn't fun, remove that thing. Repeat. That's playtesting. If you want to watch someone doing this, pull up some videos
by sillysaurus3 10y ago
Play the game. When you notice something isn't fun, remove that thing. Repeat. That's playtesting.
If you want to watch someone doing this, pull up some videos of Notch making games. That's the process he follows constantly, from start to finish. He also has good taste, which is why his games turn out well.
If you don't have a nose for what's fun and what isn't, you have to take feedback from your users. If it's a multiplayer game, you should take feedback from the most competitive users, ideally from the people who are trying to form pro tournaments around your game. Casual players don't care what you do to the game, because it doesn't affect them much. But competitive players are your lifeblood, even if you don't know it yet. A competitive scene is what carries a game after its shelf-life has expired.
- ekianjo 10y ago"Noticing something is not fun" is the archetype of non specific advice. There are tons of games i dont find fun yet many are very popular and other folks seem to enjoy them. And even then even if you do playtesting you need to ensure your sample is representative and things like that. Playtesting is key but its far from being a simple step in itself and it never tells you exactly what is the right solution to fix things. Thats why making games is hard.