Game Development Reference
In-Depth Information
That's not an easy experience to get. It means taking a game all the way
to completion—prototypes aren't enough. The game must be significant
in scope; trivial classroom games are too simple to resist planning this
way. And the game must be released to real players who have no reason to
be nice to the designer. Because it's only in the wild that a game reveals its
true worth. And only then does the designer get the kind of incontrovert-
ible, painful feedback that changes emotional beliefs.
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