The Right Way to develop games...

From RockPaperShotgun, an interview with Kim Swift of Valve on Portal:

KS: I think it’s the process. As far as screen-testing goes, it’s usually not until the end of the movie process. We started testing as soon as we got here. And I can understand how it would destroy a movie, because it kind of did that for Narbacular Drop. We didn’t start play-testing until really the last month of our development, and by that point it’s too late to do anything about it. It’s like, “Oh, well, that’s unfortunate.” I think it’s when you start to get user feedback that’s most important. Because we’re in an entertainment industry, and if people are not entertained, then we’re not doing our job.

Emphasis mine.

About the author

Simon Cooke is an occasional video game developer, ex-freelance journalist, screenwriter, film-maker, musician, and software engineer in Seattle, WA.

The views posted on this blog are his and his alone, and have no relation to anything he's working on, his employer, or anything else and are not an official statement of any kind by them (and barely even one by him most of the time).

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