Comments on: Some Reflections on PAX http://tinysubversions.com/2008/09/some-reflections-on-pax/ Wed, 10 Sep 2014 18:53:13 +0000 hourly 1 http://wordpress.org/?v=3.8.1 By: David Sahlin http://tinysubversions.com/2008/09/some-reflections-on-pax/comment-page-1/#comment-3770 Wed, 03 Sep 2008 22:42:00 +0000 http://tinysubversions.com/?p=1081#comment-3770 “Gamers know what they don’t want, but they have no idea what they want.”

That is an -excellent- insight. Thank you for that.

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By: dsilvers http://tinysubversions.com/2008/09/some-reflections-on-pax/comment-page-1/#comment-3769 Wed, 03 Sep 2008 18:55:00 +0000 http://tinysubversions.com/?p=1081#comment-3769 I had that problem with my board game. A lot of the comments I got on it were the sort of stuff that couldn’t be explained and so I couldn’t fully understand what the testers wanted. It was when some people with actual design experience sat down and played it that I could understand the flaws and fix them. I think in terms of MDA, regular players get the mechanics, maybe the aesthetics, but they often don’t get the dynamics that tie them together, which is where I think the “take it with a grain of salt” comes in. Like, one tester had the suggestion, “I think there should be a card that blows everything up.” While his thinking was along the lines of “it’d be cool,” it would have, in fact, brought the game to a standstill. Mostly anybody will recommend something “because it’s cool,” but it’s the ones who understand WHY it’s cool (and not just flashy) that can really help make your game an experience.

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By: Bradley Momberger http://tinysubversions.com/2008/09/some-reflections-on-pax/comment-page-1/#comment-3768 Wed, 03 Sep 2008 15:26:00 +0000 http://tinysubversions.com/?p=1081#comment-3768 I think you’d find a similar situation in other industries which have producers who communicate concepts with each other and consumers who are educated and experienced regarding the product. Those of us who don’t get to see the proverbial sausage being made are limited in how much we can discuss aspects of anything in terms of how it’s made, be it video games, beer, highlighters, CD players, or cardboard boxes. I can talk in terms of MDA and agency about as much as I can talk in terms of two-row barley and bottle conditioning; that is to say, not at all. I can talk about the sensory experience and my interaction with the product, but I’m completely reliant on you as the producer to know why I find these things good or bad.

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By: Mitu http://tinysubversions.com/2008/09/some-reflections-on-pax/comment-page-1/#comment-3767 Wed, 03 Sep 2008 14:48:00 +0000 http://tinysubversions.com/?p=1081#comment-3767 Heh, interesting reflections on teenage geek relationships there, Darius. I’m fairly sure that within the geek subculture though, a lot of those behaviours continue well past adolescence. ;)

And you’re right – I’ve always been well aware of the world of difference in discussing games with an average gamer vs. those involved in game development/study in some way.

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