I know a lot of movies and games probably do this, but I don't like it. Seems like making a game by formula rather than by artistic direction.
That's not what's happening here. Bad research is asking people to tell you what to make. Good research is seeing if your hypothesis works and if it doesn't, knowing why it didn't and how to proceed. It informs the decision making process with data from people who aren't too close to the project to see the whole picture.Seems like a strange way to make "art"... kind of boring.
Just imagine Vincent van Gogh altering his paints until people liked it. Not a fan of the idea.
Yeah I remember a game commercial showing the reaction of their play testers. I think it was Dead Space at least. I figured the "with consent" was added so people wouldn't jump to conclusions with it being ND and TLOU2.Love that you added 'with consent' assuming Neil was creeping on playtesters. I'm pretty sure this is common practice; I think I saw this mentioned in a documentary for one of the early entries in the God of war trilogy, I also know they did the same for the lost legacy; from a GDC talk that featured how they designed the elephant ride and its iterations.
Pretty sure they also did the same for Until Dawn.
Seems like a strange way to make "art"... kind of boring.
Just imagine Vincent van Gogh altering his paints until people liked it. Not a fan of the idea.
Did people actually read the article? They're trying to see if the game evokes the emotions they want it to, not changing things to suit everyone and make sure it doesn't offend, or disgust, or whatever too much.I know a lot of movies and games probably do this, but I don't like it. Seems like making a game by formula rather than by artistic direction.
Here's a (likely outdated) list of companies that would be doing this.This game is going to be amazing, isn't it?
I mean...who else does this? Is this a common practice in the gaming industry?
Here's a (likely outdated) list of companies that would be doing this.
It's more common in tech than it is in games, but, the practice is growing. Many games companies will bring in outside agencies to conduct research rather than hire people full time, but we're starting to see more companies like the large publishers and console makers build these teams.
I can't speak for others, but I think there's a difference between attempting to attain feedback (which every good artist does) and trying to perfectly finetune the audience's facial reactions. Trying to study the audience's micro-expressions to precisely calibrate your story is, to me, a poor way to go about making art. For one thing, it's ridiculous (the meaning of many facial expressions are ambiguous, with much of the research on them dubious at best), and second it distracts from what makes art interesting. You don't need to do anything interesting to make a person feel sad, or scared, or angry, or laugh. Instead, interesting art gives people complex emotional and philosophical reactions that are never gonna be revealed in the "clench of a jaw" or the "widening of the eyes." The only point in conducting this level of audience analysis is if you're trying to answer the question "Do we need to punch the viewer harder?" It's for creating art that, like getting punched in the face, is memorable and certainly emotion-producing, but not complex or interesting.Did people actually read the article? They're trying to see if the game evokes the emotions they want it to, not changing things to suit everyone and make sure it doesn't offend, or disgust, or whatever too much.
I am initially torn on this.
Is it art, if the creator panders to their audience?
I got to think a bit more on this.
When a comedian repeatedly does a set or an acting troupe stages a play night after night, they're constantly finetuning their delivery, lines, blocking and choices based on audience reactions until the bit is pitch perfect
This is just the gaming equivalent of that.
People here thinking they basically went and wrote the whole script based on what focus testers told them lol. At least that what you'd think by some of the reactions here. Focus testing is fairly common, more common than you'd probably think.
That's not what's happening here. Bad research is asking people to tell you what to make. Good research is seeing if your hypothesis works and if it doesn't, knowing why it didn't and how to proceed. It informs the decision making process with data from people who aren't too close to the project to see the whole picture.
Druckmann in this case knew what he wanted the game to express, but did the game actually accomplish that? Did the writing fall flat? Did an animation look bad and make people laugh at something otherwise serious? Was the narrative confusing because the writers wrote the story knowing what would happen next and with knowledge the audience wouldn't possess yet?
All of these are questions research can help answer and explain why without compromising artistic vision.
Additionally a lot of these researchers work on the design teams themselves. The myth that research is somehow a bad thing for the design process is not reflective of modern reality.
This is standard practice at Sony WWS. They focus test the ever living shit out of all of their games.
Every single facet of game and story design in all of their games is driven primarly by focus testing and feedback. It's a science at this point.
'The Last of Us Part II' and Its Crisis-Strewn Path to Release
Videogame developer Naughty Dog was racing to finish the sequel to its blockbuster set in a post-pandemic dystopia. Then it was hit with trolls, hackers—and a real pandemic.www.wired.com
Later in the article:
Maybe this is a common practice in AAA studios, but it's the first I've heard of it. I guess it makes sense to cover all your bases by looking for genuine reactions in addition to written and spoken stuff, which could be embellished or missing info or whatever.
How dare theyThe negative reactions to this are crazy not just because of how extraordinarily common it is, but because people are using it to disparage the artistic value of a Neil Druckmann Naughty Dog game, of all things. Naive at best, bad faith at worst.
How? It was with their consent. Seems like a good way to find out if your gameplay and story events are hitting the audience the way you intend them to.
That still happens play testers disliked the ending of TLOU and Neil said fuck it and went with it any way .I know the feel. I mean, I suppose play testing is important, but at the same time it feels, I don't know, cheap? Go with your gut.
That still happens play testers disliked the ending of TLOU and Neil said fuck it and went with it any way .
Still your going to need feed back on story and gameplay .
That still happens play testers disliked the ending of TLOU and Neil said fuck it and went with it any way .
Still your going to need feed back on story and gameplay .
I'm sorry, I'm confused by your post. Where in the article is said that this is something new for them? They mentioned that they started to apply this to TLOU2 in 2017, not that they haven't done that for any of their previous games.I mean, that's kinda industry-standard. Even back then for testing Ori and the Blind Forest, we used Microsofts UR Department. They invited playtesters who played the game while there was a stream of the gameplay, they themselves were filmed and we also got a little controller graphic that'd show us at all times what buttons they were pressing. It's actually really important to film the people, so that you'd see how they'd react to this or that.
This sounds more like Naughty Dog has been behind the times and finally invested a bit into doing proper UR.
I mean, how do you folks think things get tested with a test audience? You watch them play or watch something and you study their reactions and then ask them a bunch of questions. Microsoft even has people with a psychology background in there that'd help you pick the right questions, so you'd get exactly the kinda information you'd want as a developer.
Oh, I thought it's a new thing for them. My mistake.I'm sorry, I'm confused by your post. Where in the article is said that this is something new for them? They mentioned that they started to apply this to TLOU2 in 2017, not that they haven't done that for any of their previous games.
If you don't care about the opinion of your consumers you could just do the way you want but if you want to be popular you probable will ask for feedback...
Very interesting. I wonder if Japanese studios do the sameI mean, that's kinda industry-standard. Even back then for testing Ori and the Blind Forest, we used Microsofts UR Department. They invited playtesters who played the game while there was a stream of the gameplay, they themselves were filmed and we also got a little controller graphic that'd show us at all times what buttons they were pressing. It's actually really important to film the people, so that you'd see how they'd react to this or that.
This sounds more like Naughty Dog has been behind the times and finally invested a bit into doing proper UR.
I mean, how do you folks think things get tested with a test audience? You watch them play or watch something and you study their reactions and then ask them a bunch of questions. Microsoft even has people with a psychology background in there that'd help you pick the right questions, so you'd get exactly the kinda information you'd want as a developer.
Looking at Nintendo's recent games, I'd be insanely surprised if they didn't. I'm sure they do heavy User Research for all their games.