I think a slightly different perspective on similiar idea would be to think in terms of "leads" and "truths". A lead tells you "There is room for improvement somewhere related to X", and a truth tells you "Things can be improved by changing X to Y". It's pretty easy to get leads from all kinds of channels. For example, you might notice (during playtests, from analytics, from questionares) that many people quit on / dislike level 12 of your game. That's a lead that that there is something wrong with level 12. You then need to investigate and find out what the actual problem is and how to fix it. Maybe you need to change the solution to level 12, or move it to later in the game when players have more experience with some mechanic, or something else entirely. (Only) then you have a truth that you can act on. The thing is that often you get input that looks like a truth but actually is just a lead. Most often, when someone tells you that you should change something, that's a lead, not a truth! Imagine you're doing a playtest for someone: You want to help someone make their game better, so of course you will want to be a decent human being and give constructive actionable feedback. But as a playtester, especially one who isn't familiar with game/UI/UX/... design, there's a good chance that you misidentify what the actual problem is, or even if you are right, the solution you come up with on the spot might not actually be the best for the game. Because of that, as a game designer, you should usually consider suggestions and feedback as leads, not as truths, even if they are packaged or intended as the latter. Then you can investigate into that lead, and find the actual problem and the solution that fits it and your game.
Love this talk. Bunch of really basic but fundamental tips for play testing and software UX testing. And the examples are well explained and detailed which is always awesome.
Really underrated talk ! Lots of great info and tips in this
great game, great speech. also a super nice guy. could listen to him for hours
I think a slightly different perspective on similiar idea would be to think in terms of "leads" and "truths".
A lead tells you "There is room for improvement somewhere related to X", and a truth tells you "Things can be improved by changing X to Y".
It's pretty easy to get leads from all kinds of channels. For example, you might notice (during playtests, from analytics, from questionares) that many people quit on / dislike level 12 of your game. That's a lead that that there is something wrong with level 12.
You then need to investigate and find out what the actual problem is and how to fix it. Maybe you need to change the solution to level 12, or move it to later in the game when players have more experience with some mechanic, or something else entirely. (Only) then you have a truth that you can act on.
The thing is that often you get input that looks like a truth but actually is just a lead. Most often, when someone tells you that you should change something, that's a lead, not a truth!
Imagine you're doing a playtest for someone: You want to help someone make their game better, so of course you will want to be a decent human being and give constructive actionable feedback. But as a playtester, especially one who isn't familiar with game/UI/UX/... design, there's a good chance that you misidentify what the actual problem is, or even if you are right, the solution you come up with on the spot might not actually be the best for the game.
Because of that, as a game designer, you should usually consider suggestions and feedback as leads, not as truths, even if they are packaged or intended as the latter. Then you can investigate into that lead, and find the actual problem and the solution that fits it and your game.
Very good talk, it should work for any user test and feedback interpetration. Thanks!
Love this talk. Bunch of really basic but fundamental tips for play testing and software UX testing. And the examples are well explained and detailed which is always awesome.
Unity heatmaps are amazing haha, so glad to see someone else using it.
Saw MATN play this game a while back. Really informative talk, and the speaker was transparent & easy-going. Great talk!
Thank you, Adriaan!
Interesting, good talk Adriaan!
Excellent talk!!
Great one! thx for all these information! :D
great talk :D
I mean, technically, evil Data was named Lore.
Ahahah! Fantastic! :D
TIL I'm watching Evil Data Skyrim videos.
I liked you talk. However, I don't like the name "Evil Data". Feedback data is data and is up to you to understand and interpret the feedback.
23:10 Title of the video, ouch.
18:06 Add more stars to level 3. Problem solved.
The data is not evil. You just don't understandbit.
Anyone else think that the thumbnail resembles goatse
I guess you made them notice because they just changed it
lmao
already a dislike lol.