The document discusses how game designers can make effective decisions when developing games. It notes that the game industry is unpredictable and designers do not have a guaranteed formula for success. It recommends that designers use a combination of their intuition ("gut"), data analysis, and testing to guide their decisions. Designers should leverage their experience, gather player data and behavior metrics, and encourage testing of different design theories with prototypes and experiments. By considering multiple perspectives and validating ideas through a fast iterative process, designers can make better informed choices despite the uncertain nature of game development.
16. Work closely with your data analysts
1. Ask questions
What do you need to know?
2. Get info
Player data and behavior
3. Replay your game
Pretend to be the player
21. Encourage designers to test their theories
1. Prototype
Using any tool available
2. Playtest
Team, company, friends, etc
3. A/B test
TestNet, PickFu, Google, FB, etc
22. How to make better design decisions
Gut
Theory
Data
Information
Testing
Validation
23. Tip #1: Listen to everyone
...but you still make the call
Hello! I'm Luna from Altitude
I'll be talking about game design, specifically how we designers make decisions
If we should go with our gut or take a more practical approach
I’ll give tips on how to make better decisions for your games
Will help non-designers as well
Hit-driven industry like movies
Hard to make money unless you’re a big studio
http://schmoesknow.com/wp-content/uploads/2014/11/films.jpg
Takes a village to make a game or movie
Designer is director
Their creative vision but also
Blamed for success or failure
http://1vzs2y1lx6fm2qdaaj2t2iq2uh.wpengine.netdna-cdn.com/wp-content/uploads/2012/08/ar122134846167999.jpg
Team consults with designer for everything: new feature, UI, pricing
Expected to know what’s best for the game, what the player wants
Truth is (don’t hate me)...
http://houseflippingschool.com/wp-content/uploads/2012/09/how-to-flip-a-house-for-profit-magic-formula.jpg
We don’t really know what we’re doing!
Don't feel bad, because
http://theawesomedaily.com/wp-content/uploads/2014/10/i-have-no-idea-what-im-doing-dog-feat-1-620x400.jpg
Nobody really does
We’re all doing our best
If we already knew how to succeed, we’d all be rich and we wouldn’t be here, trying to figure it out at conferences
http://theawesomedaily.com/i-have-no-idea-what-im-doing/
There is no guaranteed formula for success
Can have big IP and big budget
But still terrible movie / game
Designers are more like captains at sea, land nowhere in sight
The crew asks you, Captain, which way should we go?
The designer’s job is to say: we go THIS way
But you don't really know where land is
How do you make an educated guess in the middle of the ocean?
If we can’t guarantee success and the industry is so unpredictable
How do we make good design decisions?
https://i.ytimg.com/vi/jTQurAEmt64/maxresdefault.jpg
First thing we do is go with our gut
When someone suggests something and you immediately say, “NO that’s a bad idea”
The player won’t like that, that won’t work, etc
You just KNOW
Source: http://1.bp.blogspot.com/_sfYjVz3zXdo/TSar-ZZXSbI/AAAAAAAAAgk/S3r_bYrRUIo/s1600/brush-with-greatness2.png
Gut comes from experience
But experience is based on past events
Industry changes so fast
For example, making a runner was a good idea a few years ago but by the time you release it, it might be too late!
You can update your gut
Stay current
http://vignette4.wikia.nocookie.net/simpsons-treehouse-of-horror/images/7/75/Homer_eating.png/revision/latest?cb=20141212201705
But gut is not enough
Gut is still based on everyone’s past experience
Still just an opinion
http://i.dailymail.co.uk/i/pix/2007/07_02/homerDM2507_228x356.jpg
How many people actually know who this is?
Data gives you a clearer picture of what’s actually happening
Data can prove your theory (or disprove it)
http://www.trekmate.org.uk/wp-content/uploads/2015/02/Data-star-trek-the-next-generation-31159191-1024-768.png
Data shows you the present
It gives you a clearer picture of what’s actually happening
Track your player behavior, what they’re actually doing
If you learn one thing from me today - start tracking!
You have to work closely with your data analysts
Ask them questions. What do you need to know? E.g. “I need to know which level they stop at the end of Day 1”
Get the info using player data and behavior. They calculate how many sessions players do in a day, which level they’re most likely to end their Day 1 on
With that info, you replay your game pretending to be the player
https://s-media-cache-ak0.pinimg.com/736x/20/c2/03/20c2039561b057dd5975b565247c3a94.jpg
It’s still a theory, but you can’t prove it yet
http://images.popmatters.com/misc_art/s/st-datab4-s650-1.jpg
This is the best way to make a design decision
http://i3.kym-cdn.com/photos/images/facebook/000/155/144/6ca67b8f-37dd-40ef-9feb-02bed851c09a.jpg
People can argue forever trying to prove their idea is the best one (designers especially)
But on paper, everyone’s ideas are equal. Good or bad
My job is to come in and stop debates by asking, “Have you tested it?”
http://mediacdn.snorgcontent.com/media/catalog/product/cache/1/image/1800x/6b9ffbf72458f4fd2d3cb995d92e8889/m/e/mexicanstandoffhood_fullpic.jpg
Example: Someone suggested a different control scheme
Drag skill to enemy instead of tapping skill button
Nothing inherently wrong with this idea. In fact, each side could cite games that used that control scheme
So we did a quick/dirty test in build and saw it was terrible because it was in portrait
Dragging icon goes over player’s heads, was really far
Unlike other games in landscape where dragging from the bottom to enemy was the shortest distance
Couldn't have known without testing
Honestly I settle any debate by saying “let’s test it”
Can prototype: Unity, Balsamiq, pen and paper, Powerpoint, Flash, whatever
Playtest: In team, whole company, random people
A/B: Use a service. Look at these icons for Zodiac Pop. Aliens with balls won! Lighter color, Zodiac background
You have a theory, supported by data, now you test it
It’s a combination of all three things to make the best educated guess
Some tips to make this process better…
Process useless if you don't listen to other people
Pixar has a Braintrust: Honest, constructive feedback
Read reviews, YouTubers, feedback button in game
But you still make the call. People are usually right about the problem but wrong about the solution (Neil Gaiman)
Filter out the noise, and use gut+data+testing to choose the best solution
Harvard Business Review
https://hbr.org/resources/images/article_assets/hbr/0809/R0809D_B.gif
The trick is speed
Nothing worse than sitting on something for weeks
Remember, you're lost at sea
Do the cycle as fast as you can so you can react quickly, turn around, eliminate that possibility
http://www.cartoonbucket.com/wp-content/uploads/2015/07/Road-Runner-Running-With-Speedy-Gonzales.jpg