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  • You missed out an important point, which is that players can demonstrate emergent behaviour which you didn't consider but might actually be really fun.

    For example, let's say in New Super Mario Bros Wii the "pick up block" ability was incorrectly coded and so it extended across the game to allow you to pick up your friends. Some players might do this by accident and find it really fun, so you can then fix the code, make it a permanent feature and get more gameplay out of this new mechanic.

  • Great video! Very well made presentation of it's subject. After seeing this one I've immidately watched the other two. I'm looking forward for any future videos.

  • I hope you were joking about that being a real game. Looks like an 8 year old made it using The Games Factory 2.

  • really great video i am going to try to find the other videos :D good job

  • i would also try to purposely find any glitches possible, especially if they make the game bad.

  • I never thought about this. I already had someone play test my game for a beta demo I made but was not considering having someone play test my second version of the game. I think I will have someone play test it again.

    Thnx for the vid.

  • That would help, but I still highly recommend live testing, if not for the fact that you can see the player's face and talk to them. The game isn't done yet, so you're going to need to do a good amount of guiding.

    Best of luck!

  • Another grate video. I was thinking about this earlier today actually. I was thinking of buying a couple of licences of a screen capture program for my play testers to use. So they could record there playthroughs for me to watch. I'm thinking going through the internet might give me a larger pool of potential game testers.

    Any thoughts on how this might compare to live testing?

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