GDC China 2012
GDC China 2012:MDA Sissy fight mechanics: how to play, rule Dynamic : game circle- equal to scourge Aesthetics : what is interesting part. fellowship, challenge(tactics, problem solving), narrative (drama) Playtesting and metrics: getting the most out of your usability testing Testing In a week recruit player outside Testing Learn what are player doing. Why players do things Player feeling Isolate player Designer/producer behind them. Datalogging Significant - record status -upload to db ex: player dead In testing phase 100% record In release 10% Benefit: Find game imbalance Find Economic imbalance Find excessive high failure are Find weapon imbalance Drawback Communication with design Give designer direct access Rapid reporting Data analysis is time consuming Technical concerns on post release - sampling rate -massive amount -storage capability -analysis time Data logging works best with a single programmer. Verify QA has adequate time