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Debugging Design

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internisus

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May 24, 2007, 4:02:47 AM5/24/07
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While reading SPAG Issue 27, I came across the following in L. Ross
Raszewski's interview:

You can't have too many beta testers. I actually prefer to start
the game in testing well before it's finished, to "debug" problems in
the design. It's hard to find someone willing to do that, but it can
be
extremely rewarding; I'd rather the released version contain a dozen
typographical errors than even one major logical breakdown in the
plot.

This strikes me as a pretty interesting idea, and I wonder to what
extent, if any, all of you authors share your ideas at a design or
planning stage in order to receive feedback and criticism before
you've even begun to write or code in detail. If you do or have done
this, would you mind sharing some descriptions of the process and
experience? I am also curious as to whether or not any author has or
would consider requesting such "testing" openly on raif and how it
might work.

Skye Nathaniel Schiefer

Emily Short

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May 24, 2007, 2:09:54 PM5/24/07
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On May 24, 3:02 am, internisus <interni...@gmail.com> wrote:
> While reading SPAG Issue 27, I came across the following in L. Ross
> Raszewski's interview:
>
> You can't have too many beta testers. I actually prefer to start
> the game in testing well before it's finished, to "debug" problems in
> the design. It's hard to find someone willing to do that, but it can
> be
> extremely rewarding; I'd rather the released version contain a dozen
> typographical errors than even one major logical breakdown in the
> plot.
>
> This strikes me as a pretty interesting idea, and I wonder to what
> extent, if any, all of you authors share your ideas at a design or
> planning stage in order to receive feedback and criticism before
> you've even begun to write or code in detail. If you do or have done
> this, would you mind sharing some descriptions of the process and
> experience?

I do this routinely -- usually I create what might be considered a
demo, something that shows off the kinds of interaction I expect to
have in the game, along with the opening scenes or rooms. Then I show
it to someone and ask for feedback on how well the design works. Is
this fun? Does the opening provide enough of a hook? What are pitfalls
in the way I've designed the interaction? Where do you see the story
going from here? (Even if the answer is completely out of line with
what I was planning, it's useful to know what impression the intro is
giving.) Sometimes I talk through puzzle structure, but not always.

But no, I wouldn't advertise for an alpha-tester on RAIF. For this
kind of feedback I need someone whose design instincts I trust and
with whom I already communicate well.

Bert Byfield

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May 24, 2007, 3:35:49 PM5/24/07
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> I do this routinely -- usually I create what might be considered a
> demo, something that shows off the kinds of interaction I expect
> to have in the game, along with the opening scenes or rooms. Then
> I show it to someone and ask for feedback on how well the design
> works. Is this fun? Does the opening provide enough of a hook?
> What are pitfalls in the way I've designed the interaction? Where
> do you see the story going from here? (Even if the answer is
> completely out of line with what I was planning, it's useful to
> know what impression the intro is giving.) Sometimes I talk
> through puzzle structure, but not always.

> But no, I wouldn't advertise for an alpha-tester on RAIF. For this
> kind of feedback I need someone whose design instincts I trust and
> with whom I already communicate well.

Also, as they say in writers' classes, don't expose your important work
in progress to people who might rip on it unfairly and demotivate you.
There's plenty of time for all that when it's done. ;-)


Arnel Legaspi

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May 24, 2007, 5:33:46 PM5/24/07
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On May 25, 2:09 am, Emily Short <emsh...@mindspring.com> wrote:
> But no, I wouldn't advertise for an alpha-tester on RAIF. For this
> kind of feedback I need someone whose design instincts I trust and
> with whom I already communicate well.

Would the ifMUD be an ideal place to look for someone like this? I'm
considering options that I can take in case one of my WIPs reach the
"demo" status that you spoke of.

Thanks!

--Arnel

Bert Byfield

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May 24, 2007, 11:32:40 PM5/24/07
to
>> But no, I wouldn't advertise for an alpha-tester on RAIF. For this
>> kind of feedback I need someone whose design instincts I trust and
>> with whom I already communicate well.

> Would the ifMUD be an ideal place to look for someone like this? I'm
> considering options that I can take in case one of my WIPs reach the
> "demo" status that you spoke of. Thanks! --Arnel

Not for me, but I understand that it works for some people. Certainly I
think that you should give it a try.


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