Playing ‘Gradu-late’ in Real-Time

A Blog in the Life of Melissa

Pitching an idea for a game is relatively easy, as is creating a prototype of said game. The harder part, and probably the most confronting from my own experience, is having people play the game you designed and put your creativity into. Play-testing provides game designers with the important feedback they need to make changes to their game, and often these changes are minuscule details they failed to pick up in the first stages of design. As John P. Davis, Keith Steury and Randy Pagualayan (2005) note, “Consumers can provide valuable information about various aspects of a game to help make it more fun to play.” Without this initial interaction, how could one gauge the success of their game?

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