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Steam News28 September 20232y ago

Big round of playtesting has wrapped up!

Play Testing This round of play testing has been the single most helpful round of place testing to date.

Full notes

Full Ira Act 1: Pilgrimage update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition3 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
addedPlay TestingThis round of play testing has been the single most helpful round of place testing to date. Being able to watch people play, and see their facial expressions was pivotal in understanding when the experience was actually working for someone, if someone was frustrated, if someone was laughing at a joke, or if someone was (in general) empathetically connecting with the characters on screen. After doing all of these tests, I now have a good idea of what's working and what needs to be brought into balance for the release (of the first part) of Act 1!
changedSeeing The Forest Through The TreesAs a game developer it's important to not have to explain your game, and what's happening in it (unless it's intentional); it simply needs to be able to stand on its own. Sometimes that's what's going on within the story itself, the gameplay mechanics, and how they work in various situations. Someone should be able to pick up the game, and start to experience it without too many hang-ups, frustrations, or interruptions.
changedSeeing The Forest Through The TreesI view my game as a piece of art, and as a piece of art that means that much of it is subjective to what I find entertaining, and meaningful but there's a balance that I want to strike as well. What I create still needs to be digestible for folks. A playable game not entirely subjected to my creative whims, but in the format of a playable experience as is the medium I’ve chosen. For instance, I could tell when watching the playthroughs that some individuals love this type of game already. They knew what to do, how to do it, and they loved that it was a chill and narrative based experience. It's as much an interactive novel as much as it is a “game” (if not more). Did I make a solid list of refinements? Yes indeed, as there were key areas that need refinement. That being said, all the criticism was valid when taking into account someone else's personal perspective / expectations.
changedSeeing The Forest Through The TreesI’m going to touch on an outlier example, because I found it enlightening. I had one playthrough where the person became angry, and frustrated by the amount of text they had to read! They wanted a button to skip all of the text. They wanted platforming! Jumping on boxes and floating walkways! Action! Boom pow type of experience! And you know what? Their perspectives / feelings are entirely valid, but also not what Ira is about!

Ira Act 1: Pilgrimage changes

addedThis round of play testing has been the single most helpful round of place testing to date. Being able to watch people play, and see their facial expressions was pivotal in understanding when the experience was actually working for someone, if someone was frustrated, if someone was laughing at a joke, or if someone was (in general) empathetically connecting with the characters on screen. After doing all of these tests, I now have a good idea of what's working and what needs to be brought into balance for the release (of the first part) of Act 1!
changedAs a game developer it's important to not have to explain your game, and what's happening in it (unless it's intentional); it simply needs to be able to stand on its own. Sometimes that's what's going on within the story itself, the gameplay mechanics, and how they work in various situations. Someone should be able to pick up the game, and start to experience it without too many hang-ups, frustrations, or interruptions.
changedI view my game as a piece of art, and as a piece of art that means that much of it is subjective to what I find entertaining, and meaningful but there's a balance that I want to strike as well. What I create still needs to be digestible for folks. A playable game not entirely subjected to my creative whims, but in the format of a playable experience as is the medium I’ve chosen. For instance, I could tell when watching the playthroughs that some individuals love this type of game already. They knew what to do, how to do it, and they loved that it was a chill and narrative based experience. It's as much an interactive novel as much as it is a “game” (if not more). Did I make a solid list of refinements? Yes indeed, as there were key areas that need refinement. That being said, all the criticism was valid when taking into account someone else's personal perspective / expectations.
changedI’m going to touch on an outlier example, because I found it enlightening. I had one playthrough where the person became angry, and frustrated by the amount of text they had to read! They wanted a button to skip all of the text. They wanted platforming! Jumping on boxes and floating walkways! Action! Boom pow type of experience! And you know what? Their perspectives / feelings are entirely valid, but also not what Ira is about!

Play Testing

This round of play testing has been the single most helpful round of place testing to date. Being able to watch people play, and see their facial expressions was pivotal in understanding when the experience was actually working for someone, if someone was frustrated, if someone was laughing at a joke, or if someone was (in general) empathetically connecting with the characters on screen. After doing all of these tests, I now have a good idea of what's working and what needs to be brought into balance for the release (of the first part) of Act 1!

Seeing The Forest Through The Trees

As a game developer it's important to not have to explain your game, and what's happening in it (unless it's intentional); it simply needs to be able to stand on its own. Sometimes that's what's going on within the story itself, the gameplay mechanics, and how they work in various situations. Someone should be able to pick up the game, and start to experience it without too many hang-ups, frustrations, or interruptions.

I view my game as a piece of art, and as a piece of art that means that much of it is subjective to what I find entertaining, and meaningful but there's a balance that I want to strike as well. What I create still needs to be digestible for folks. A playable game not entirely subjected to my creative whims, but in the format of a playable experience as is the medium I’ve chosen. For instance, I could tell when watching the playthroughs that some individuals love this type of game already. They knew what to do, how to do it, and they loved that it was a chill and narrative based experience. It's as much an interactive novel as much as it is a “game” (if not more). Did I make a solid list of refinements? Yes indeed, as there were key areas that need refinement. That being said, all the criticism was valid when taking into account someone else's personal perspective / expectations.

I’m going to touch on an outlier example, because I found it enlightening. I had one playthrough where the person became angry, and frustrated by the amount of text they had to read! They wanted a button to skip all of the text. They wanted platforming! Jumping on boxes and floating walkways! Action! Boom pow type of experience! And you know what? Their perspectives / feelings are entirely valid, but also not what Ira is about!

Obviously this person isn't my target demographic, but there were still things to be learned from this interaction. An option to bypass text, or have characters opt out of conversations might have a place in Ira. Periodically giving people the option to opt out of longer scenes if they are not as interested isn’t bad advice when blanched with the heart of the game. The player can decide what they are interested in exploring further in certain instances, and there is merit to that!

Ira will never be a platformer, but they picked up on the character controlled sections needing more depth / refinement. As a person who loves getting behind the wheel of a character, they found some of the interactions / controls lacking. Specifically tool use was a little wonky, and at times a bit underwhelming. Watching them play gave me some solid points of refinements to make in this area.

All that being said, getting a diverse set of play testers both inside and outside of your demographic is pivotal in understanding what

Source

Steam News / 28 September 2023

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