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Do you actually know if your game is fun... Or do you just hope it is?

A topic by vossdevelops created 15 days ago Views: 229 Replies: 10
Viewing posts 1 to 7

Genuine question. I've been thinking about this a lot lately.

Most of us build games in a bubble. We spend months on mechanics, art, story, and somewhere along the way we stop being able to see our game through fresh eyes. We know where every button is because we put it there. We don't get confused by the UI because we designed it. We don't rage quit at the difficulty spike because we've played that section 500 times.

But here's the thing: Your game isn't for you. It's for a casual player who has 5 minutes on the bus. It's for a first-timer who's never held a controller. It's for a hardcore grinder who wants 200 hours of depth. And they all experience your game completely differently.

A feature you think is intuitive might confuse a beginner. A difficulty curve you think is fair might make a casual player quit in 30 seconds. A progression system you're proud of might bore a competitive player who just wants leaderboards.

The scariest part? You won't know until someone actually plays it. And by then you've already spent months building.

So how do you guys handle this? Do you playtest early? Do you have specific player types in mind when you design? Or do you just build what feels right and hope for the best?

Curious how others think about this.

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I usually dont ship to production until I catch myself zonking out and losing time because its fun lol

Haha that's a solid bar honestly. If you can lose track of time playing your own game, you're probably onto something.

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Even tho I’m the primary audience these days, I generally don’t send anything big out to the public before someone near me says they like it. I try not to ask for an opinion until I’ve gone through the project several times myself.

During creation, I’ll talk about the concepts and watch for reactions.

Working months on a project that’s meant to go out to the world without any friend, relative, coworker, acquaintance, or so much as an unnamed person on the bus who recognizes you after you’ve travelled together a few times giving an opinion on it would be unnerving.

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That's smart... getting reactions to the concepts early before investing months. I feel like most devs skip that step and go straight to building.

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Once the game is solid enough, I think doing playtests and gathering player feedback helps a lot. Watching how people actually interact with the game often reveals things you’d never notice as the developer, and it gives a better idea of whether the experience is truly enjoyable.

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Totally agree. We've been experimenting with running games through different simulated player profiles...  like "how would a total beginner react vs a hardcore grinder vs someone who only plays 5 minutes at a time." It's been eye-opening how differently the same game lands depending on who's playing. Have you tried anything like that or mostly just watch people play?

At first I asked some friends to play my game. When they tried it, they had no prior knowledge about it, and they were different types of players. Some liked exploring, while others tried to reach the objective as quickly as possible. It’s not a large playtest sample, but even from that small test it helped me understand how different players approach the game.

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Your own perception of your game is always going to be skewed because you have spent a lot of time creating it, playtesting it, and thinking about its mechanics by the time it is done. That could work both ways, either making the game fun for you but not anybody else because an understanding of obtuse details is absolutely vital to getting anything out of the game, or making the game unfun for you simply because you have spent so. much. time. with it that it has worn out its welcome.

Always get outsider perspectives.

As everyone has said, playtesting is key. Try not to playtest the same area (or level, or whatever) of the game with the same person. Otherwise, go wild playtesting

Player feedback is key to improve any game. The main issue I find is getting comments.

"You won't know until someone actually plays it." ... actually: "You won't know until someone actually plays it AND tells you about it."