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Tweaking and Perfecting
After you have everything you intend to put in your game in, and have
run out of ideas about extra chrome, the final stage before playtesting
(or during playtesting) is to increase your game's timing. This is akin
to the editing aspect of movie production. If you have anything that involves
timing: story event scenes, textboxes that advance on their own, cutscenes,
coordinated music, etc., now is the time to make the timing prefect. Now
is also the time to go back and alter the occasional graphic (a walkabout
perhaps) which doesn't look up to the standards of the rest of the graphics.
You may be tempted to just release it and forget about perfection, but
this is a mistake, for you'll never have another opportunity to perfect
it, after it is released, you shouldn't think about working on it ever
again, but until then, you have a little more time to make the game worthy
of yourself.
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Playtesting
Two main types of playtesting: finding bugs and finding gameplay imbalances.
Hopefully you've been playing your game as you make it, and so the majority
of bugs will never reach your playtesters. It used to be that most commercial
games (for game consoles) were playtested for 3-6 months before release
(because you can't release bug patches for the NES). And even then, some
bugs slipped through (like the use Relm in the Phoenix Cave bug of Final
Fantasy 6, and the final floor Lufia 2 bug).
Playtesting imbalances are sometimes ignored in the playtesting phase,
and sometimes with good reason. Ten or twenty playtesters is not an accruate
representation of players in general, and just because one of them feels
a certain boss is too hard is not enough of a reason to rush and lower
that boss's HP. But if all the playtesters (independently of eachother)
have trouble in the same area, that might be reason enough (assuming they
are good players).
The terminology of 'beta testing' and 'alpha testing' are sometimes
used for computer game testing, and there is usually no standard definition
of what these mean, except that beta testing is right before release and
alpha testing is farther away from release. This usually applies more to
non-game software, however, and I believe it originated in that context,
so I don't use such terminology. There need not be set phases of testing,
and if there are, the game creators should decide on what those phases
are (and are called).
Where do you find playtesters? The most foolish mistake is to only use
people who know you -- friends and family. This will give you an overly
optimistic vision of your game (unless your friends and family don't like
you, in which case their opinions on it are also useless, or they are very
objective about it, in which case they are the best playtesters you can
ask for). It's preferable never to have met your playtesters, that they
are indifferent toward you and give your game a chance but are not familiar
with it previous to playtesting, but this isn't always possible. Game designers
and to a lesser extent game reviewers (whether Ohrrpgce or otherwise) are
usually good playtesters, if you can get them to playtest for you.
This should be common sense, but take what the playtesters say seriously,
especially if they are also game designers. It feels (speaking from experience)
like wasted effort to playtest a game and then have the author of the game
release it anyway, without fixing any of the bugs and imbalances you found
and took the time to point out. If you don't care about the quality of
your game, don't expect playtesters to care more than you do.
Playtesting should begin as soon as the game is partially playable.
Using this diagram again:
Playtesting should begin when any part of the outermost circle is complete,
as you can see from the three occurances of the word 'playtest'. As soon
as a map or a boss or a plotscript scene is put in the game, playtest it
yourself. As soon as a good chunk of them are in (what 'good chunk' means
depends on the game), ask others to begin playtesting. Too early is a lot
better than too late.
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Copyright Laws
There is a lot of confusion on this, from what I've seen. International
copyright law is automatic. All you need to copyright your game is your
name and the date. The (c) symbol is optional, the name of what you are
copyrighting is optional (but advisable for purposes of clarity), and there
is no need to register with anyone.
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User Documentation
Your documentation may be as simple as a read-me file, or as drawn-out
as the Lunar 1&2 propaganda of Working Designs (music CDs, making-of
CDs, cloth maps, amulets, standees, quasi-leather bound instruction manuals
with bookmark ribbons (including design art, walkthrough, and interviews
with the developers), and the like). I prefer walking closer to the second
path than the first, when possible. Extras add to the game experience,
especially when unexpected. When Startropics was released for the
NES, it came with a letter from one of the characters in the game inviting
the player into the game. It also had a message to save that letter. Then,
more than halfway through the game, the game itself informed you that there
was a secret message on that letter, and told you to immerse it in water.
Upon doing so, you reveal the password neccessary to work the submarine,
the game's main transportation. This ingenius way of using documentation
delighted many a child. Nintendo kept this up with Earthbound (Mother
2 in Japan), which included smelling stickers and a huge walkthrough
guide which had the feeling of a tour guide. This wasn't as great as the
letter was, because these things weren't integrated with the gameplay two
directionally, but they still brought you into the world of the game more
than just a weak instruction manual would have done. An instruction manual
in some form is essential, of course (even if your game includes vast user-friendly
in-game tutorials on every button push, you still need something to let
people know how to contact you and how to install the game if for some
reason they can't get the game to work). But how boring to include just
that.
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Pre-Release
Publicity requires a different repertoire of skills than game design,
and you're not likely able to afford an advertising specialist. But games
have to be known about to be played, and have to be played to be liked,
and what potential players hear about your game influences their decision
to download it or not.
A lot of people overly downplay over upplay their game's value in advertising.
This is a mistake. A potential player doesn't care or need to know your
claims of the game's worth to them (whether its 'this game will change
the way you look at gaming' or 'this game isn't worth downloading, and
you'll hate it') they just need to know about the game: what's in it, the
general idea, etc.. In other words: don't tell others what they are going
to think of your game, just tell them what it is.
A website for your game is usually a good idea, especially if your game
is freeware and you need somewhere for people to download it from. It needn't
only be that, it can have quotes about the quality of the game, links to
reviews, a summary of the game, screenshots, a message board, a fan art
section, previews of upcoming sequels, and whatever else you think fits
in. The website, especially for independent games, is the game's face,
even more than its title screen is its face, and ideally should be finished
or near-finished before the game's release.
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Reviews and Criticism
After your game is released, you are going to get a chance to see how
it is evaluated by its players, what points they talk about, which they
don't, and in general whether the game is talked about or ignored. Operation:
OHR is currently the lead Ohrrpgce reviewing site (with Ohrrpgce Monthly
itself following), and a lot of the time people don't agree with the reviews.
That is expected; it would be amazing if someone did agree with his game's
reviews. A reviewer doesn't look at the game with the same ears that you
do, just as you hear your own voice differently than others do (and it
is unfamiliar if you hear it on tape). Don't expect reviews to be what
you expect (if that doesn't make sense literally, take it semantically).
One thing you should not do is to ignore when others point out faults
in your game. That doesn't mean you should go and change everything that
the reviewer says is wrong in your reviewed demo, it just means that you
shouldn't dismiss offhand the possiblity that the reviewer knows what they
are talking about. Often they do, and often if they criticise some aspect
of the game's quality, it merits looking into.
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