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忽视无用的玩家反馈的7大方法

发布时间:2015-12-21 11:03:23 Tags:,,,,

作者:Tanya X Short

作为游戏开发者,你总是会尽早将游戏呈现给其他人并希望获得反馈。但是所有人(特别是游戏设计师)都知道获得无用的反馈是很受挫的。说实话,我们所收到的大部分反馈,或者说基本上都是无用的。

所以在本文中我将分享一些帮助你略过那些不值得你花费时间的游戏测试者,特别是当他们的反馈并不是你想要听到的反馈时。

feedback(from 25pp)

feedback(from 25pp)

1.你需要提醒自己他们并未领悟要领。这点较为全面。该列表中的另一个要点只是这一点的备份计划。如果游戏测试组并不能理解你的游戏,那可能只是因为他们不如你聪明。即使这是一个有效的观点,但是在未来它也有可能被纠正过来,所以就不要浪费时间去听取这些内容了。

2.明确地向游戏测试者解释他们不能理解的内容。如此他们便不会想出那些可能误导任何游戏设计师的观点,而如果你只是告诉他们你尝试着做些什么并解释你现在的想法的话,他们的反馈便有可能更接近“你很棒”的情况。

3.向他们展示如何正确地游戏。如果他们仍然不理解的话,这时候你便需要把握主动权并呈现给他们正确的游戏方式。这是确保游戏能够按照你想要的方式进行的唯一方法,而这也能够正确引导在旁观看的测试者。当他们再次拿回控制权时,他们便能够掌握要领。

4.他们是否比你年轻/没经验?另一个关于反馈无用的标志便是当测试者还只是孩子时。他们并未在最早的PlayStation上玩过你最喜欢的RPG。如果他们并未彻底完成《暗黑之魂》或者很少在Youtube上观看游戏相关视频,那么他们的大脑便不可能像你这样快速运转。所以你不需要获得这些人的反馈。

5.他们是否较为年长/与游戏产业不相干?看吧,他们只是突然出现并说些无关痛痒的话。作为一名游戏设计师,你需要把握自己的目标用户群体。任何与你年纪不同的人的思维都有可能与你不同。较年长的人的观点可能会参照雅达利游戏,或者他们会抱怨Youtube文化,即表现出他们自己与现代发展的格格不入。所以你大可以忽视这些人的观点。

6.不要让他们玩你的游戏。避免收到不需要或无用反馈的最佳方法便是不要让这些人玩你的游戏!所以当你在创造游戏时最好将其藏在一个隐藏文件夹中。就像我会给自己的秘密游戏文件夹命名“税“,甚至连我的合作者也不知道它的真实身份。

7.不要创造游戏了!秘密总是会泄露出去的。所以除非你在创造完游戏后摧毁你的硬盘,否则总是会出现一些人来玩你的游戏并彻底毁掉它。所以确保你不会收到任何无用且烦人的反馈的唯一有效的方法便是不要创造任何游戏。如此也就不会出现这种问题。至少你那美好的想法还是会完美地保留在你的梦中。

这也是《月之恋人》永远未曾真正存在的原因,因为任何不适当的玩家都有可能将其摧毁。绝对不要在两周内便进入一个封闭的测试阶段!

当游戏还处于不完善阶段时,你能够更轻松地保护它。作为一名专业创造者的部分职责便是创造出能够与别人进行交流的作品,即别人可以无需你的解释便能够理解它。所以让你放下不安全感并专注于创造更出色作品这一目标至关重要,如此你便能够无需任何担忧而获得自己需要的反馈。

这并不是说你应该接收所有的玩家建议和抱怨!你是一名设计师而非政府委员会。但是直接无视任何误会也很危险,因为如此你也有可能遗漏掉那些很难再找到的可贵观点,如此你便是在浪费自己的测试时间。

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转发,如需转载请联系:游戏邦

Top 7 Ways to Ignore Player Feedback

by Tanya X Short

As a game dev, you’ll be showing your game to people ASAP to get feedback. But everyone knows (especially game designers) that it’s hard and frustrating to get feedback that isn’t useful. Which, let’s be honest, is most or maybe even all of it.

So here’s some handy tips on how to ignore those pesky playtesters that aren’t worth your time… especially when their feedback isn’t the kind you want to hear!

Remind yourself that they don’t get it. This one is pretty much a catch-all. The other points in the list are just back-up plans. If a playtester doesn’t understand your game, it’s probably because they are not as smart as you. Even if it is a valid point, it might also be fixed in the future, so don’t bother listening.

Clarify to the playtester what they didn’t understand. Okay, so they’re dumb enough to come up with completely bizarre misinterpretations of what’s obvious to any game designer, but if you just tell them what you were trying to do, and explain what you’re thinking, that might help their feedback get closer to the “you’re awesome” zone.

Show them how to play it correctly. If they STILL don’t get it, just take the controls and demonstrate the right way to play. This is the only way to ensure that the game plays exactly how you want it to, and besides, it will be educational for the tester that watches. When they get the controller back, maybe they’ll start to get it.

Are they younger/less experienced than you? Another great sign that feedback is useless is when someone is just a kid. They didn’t play your favorite obscure RPG on the original PlayStation? Useless. If they haven’t 100% completed Dark Souls, or watch too much Youtube, their brain is probably mush anyway. No need for their feedback.

Are they older/irrelevant? Look, let’s just come out and say it. As a game developer, you’re in tune with the target demographic, right? Anyone not exactly the same age as you just won’t have the right vibe. Older people do things like reference Atari games, or complain about Youtube culture, and thereby show that they are completely out of touch with the modern reality. Their opinion on your game can be safely ignored.

Don’t let them play your game. The best way to avoid unwanted, useless feedback is not to let anyone play your game! As soon as those grubby mitts touch the controllers/keypad/headset, your grand vision will be reduced to a bunch of bleeps and bloops, and these mortals will have the audacity to critique your beautiful creation! So when you make your game, stow it away in a hidden folder. I like to name my secret-games folder “TAXES” so that even my partner leaves it alone.

Don’t make games at all! The thing about secrets is that they tend to get out. So unless you burn your harddrive after making the game, eventually someone might play it and ruin everything. So the only sure way to not get useless, annoying feedback is to not make any games. Problem solved. At least you still have your journal of ideas, perfect and untouched in your dreams.

This is why Moon Hunters will never exist because greasy gamer hands would ruin it. Definitely not entering a closed backer beta in two weeks. Nope.

Seriously though, it’s very easy to get defensive about your game when it’s raw and rough. You see the potential, and it hurts when others don’t. I get it. I’ve been there. But part of being a professional creative is making work that speaks to others, which others can understand, without your translation or interference. It’s crucial to let your insecurities drift away and stay centered in your goals for your work, so that you can take feedback and consider it without fear or assumptions.

This isn’t to say you should take all player suggestions and complaints at face value — don’t be absurd! You’re a designer, not a government committee. But it’s nearly as dangerous to dismiss misunderstandings too quickly, and doubly sad because you then miss out on an otherwise difficult-to-find insight.. and on top of that, wasted your time “testing”.

Have more handy tips for “processing” player feedback?(source:Gamasutra

 


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