I'm listening to Reality Escape Pod, a podcast about escape rooms. They interview Elan Lee, who co-invented Exploding Kittens, the card game and the animated Netflix series.
His rule for making games is, "Don't make games that are entertaining. Make games that make the people you're playing with entertaining."
Maybe doesn't apply entirely to video games (which had better be entertaining!), but it is an interesting filter to put on the user experience.
He also puts the game instructions through 100+ drafts, literally, and then starts them with, "Don't read these instructions. Watch our video about how to play."
Aaaaand he has a really interesting approach to testing his games. He asks his testers only one question: "Do you want to play again?" He doesn't trust anything they might say about what's fun or not fun. People tend to want to be helpful, so they come up with things to say that may be true or not.
What he does, instead, is records the player playing. It takes longer, but you can see what they're doing when they're frowning, or when they take out their phone to check messages.
This relates indirectly to my idea that the best way to refine your story is to tell it over and over again, without notes. When you tell your story to a live human being, you can tell when they're bored. Their eyes glaze over. You can tell when they're confused. If you hand someone a story on paper, they may tell you they're confused about Y, but the recording reveals that they were actually confused a minute beforehand.
For example, they find a scene confusing. But that's not the scene's fault. It's because they didn't understand who the character was when you introduced them. And maybe the introduction itself was okay, but you said something right before that introduction that bounced them out of the story, so they were still processing it when you did that introduction, so they didn't absorb the introduction.
I was a computer science major at university. When I wrote a program, I'd get a flock of bugs. I could eliminate 50% of them right away by checking the very beginning of the program and fixing the mistakes I made setting up variables.
And that is why you must take all feedback with a grain of salt. If someone says something is confusing, it is confusing, you can't tell them it's not. But they may not realize why they find it confusing. Figuring out where the glitch is, is part of the skill of writing.
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