Postmortem: The Game Design of Surreal's The Suffering (09 Jun 2004)
To help us figure out what needed fixing, at numerous points in development we put the game in front of a group of gamers and watched them play and then listened to their feedback. This gameplay testing is distinct from focus testing since these sessions were for development feedback alone, not for marketing use at all. We did this as early as seven months into development, and we were able to fix a lot of major problems early on, including our disjointed control scheme. If anything, the game could have benefited from more gameplay testing, but what we did have time for impacted the game tremendously.
Article URL: http://www.gamasutra.com/features/20040609/rouse_01.shtml
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