Funologists: gurilla game research

13 03 2009

Missed the beginning as I was on other side of building trying to get into scamming talk.

Jason Schklar: watched a player play the game live in front of them to se and heard what they were doing in a realistic environment.

The game developer didn’t read get so much out of the spreadsheets of data telling them what was going wrong. Team and community testing.

Tracy Fullerton: platcentric design, involving players in the design process asap. and consistently throughout the design process.

“How do you sell a crowd sourcing type of research to upper management types, who don’t respect any research that didn’t cost an arm and a leg?”

“charge more.”




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