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...