I recently wrote an article for PaulOlyslager.com on gamification and looked at its history, the controversy surrounding it, and what this means to businesses interested in gamification today. Read “Is this the end of gamification” on Paul’s site.
I was surprised to see the amount of misinformation and disdain for playtesting within this thread on reddit. The post is about the decision to change a route in Half Life 2 based on a single playtester getting lost for 30 minutes, and ultimately “remove the maze-like elements”.
It was interesting to see the responses from reddit users. The post title blamed the play tester for being bad at games, however there was an equally strong backlash against the idea of playtesting:
As we dive into 2013, I was interested in what this year may hold for the games user research field. I’ve asked a number of researchers, representing commercial research and academia, what they are excited about for the industry in 2013, and what they think the big themes of the next year will be for games user research. Here’s what they said:
I’ve discussed before how trophies or achievements in games can have a big effect on the player’s experience– many people use these meta-goals to influence how they play the game, or to extend their enjoyment of the game. However sometimes designers do not consider how achievements will affect players, and make some common mistakes. Today I’m looking at 5 of the worst things achievements, or trophies, can do! Click to read more…