Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Valve Corporation
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Playtesting === Valve [[playtest]]s its games extensively from the beginning of development,<ref name="Remo-2008" /> and iterates based on the results.<ref name="Keighley-2020"/> Its website states: "We believe that all game designers are, in a sense, [[experimental psychologist]]s."<ref name="Keighley-2020" /> The Valve writer [[Chet Faliszek]] said he initially blamed testers when they failed to engage with designs as expected, but changed his mind when multiple testers had the same problem: "By the third or fourth time, all of a sudden you're realizing, 'I'm an idiot. This is pretty obvious this doesn't work. It's not their fault, it's our fault.'"<ref name="Remo-2008">{{Cite web|last=Remo|first=Chris|title=Valve's Faliszek: Playtesters Aren't Idiots, It's You|url=https://www.gamedeveloper.com/pc/valve-s-faliszek-playtesters-aren-t-idiots-it-s-you|url-status=live|access-date=May 1, 2022|website=Game Developer|date=August 7, 2008|archive-date=May 2, 2022|archive-url=https://web.archive.org/web/20220502011646/https://www.gamedeveloper.com/pc/valve-s-faliszek-playtesters-aren-t-idiots-it-s-you}}</ref> He gave an example from the development of ''Left 4 Dead'', wherein a [[Texture mapping|texture]] change caused every tester to miss a ladder and become stuck.<ref name="Remo-2008" /> Walker said playtesting helped Valve maximize the experience for players. For example, when something exciting occurs by chance during a playtest, the developers attempt to have it occur for every player.<ref name="Bramwell">Bramwell, Tom (September 8, 2007). "Opening the Valve". ''[[Eurogamer]]''. Retrieved December 15, 2023.</ref> Newell contrasted this approach to that of [[Warren Spector]], whose open-ended games are designed to be replayed with different outcomes: "You spend all of this time to build stuff that most players will never ever ever see ... If only one per cent of your customers see this cool thing that takes five per cent of your development budget, that's not a good use of resources."<ref name="Bramwell" />
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Valve Corporation
(section)
Add topic