4 ms·
"No, they had discovered a superior strategy." I had a similar experience when I published an iOS game in 2011. I was still in high school, so publishing a gam
by daniel-levin 14y ago
"No, they had discovered a superior strategy."
I had a similar experience when I published an iOS game in 2011. I was still in high school, so publishing a game available on the App Store was quite a big deal to the other people at school. I became known by a bunch of people for making this game. One day, someone I'd never spoken to comes up to me and shows me 'a bug'. It turns out this guy had developed an optimal strategy that would win the game every single time, with an almost perfect score. I totally failed to anticipate this way of playing the game. In retrospect, it was quite naive to assume that players would play how I would. When I played my own game, I had the technical knowledge of how the game functioned - and it seems as if this context clouded my vision of more creative ways to play this game. Players didn't think about collision detection, trajectories, the scene graph, parallax scrolling and z-indexed sprites. Instead, they saw the game as world to interact with, and having zero knowledge of what was going on behind the scenes afforded them a lot of room for creative exploration (and exploitation)
- delinka 14y ago"When I played my own game, I had the technical knowledge of how the game functioned" I have this same problem when I test my own software.
- tseabrooks 14y agoThis is why I tend towards being a strong advocate of a "test group" for any software shop. This is basically a group of people running a combination of manual and automated tests against software as a black box. Unit tests never catch everything. The problem with them is they can only test everything the coder thought to test. There is value in testing all of those things the coders never thought of.
- isleyaardvark 14y agoAre you willing to give details on that strategy?