It's funny you mention this only a day after I saw a video from Adam Savage's Tested where he talks about a thought he had that made solving problems where he disagreed with someone a lot easier. The specific quote was: "Do I need to solve this problem now, or will the world solve it for me later?" And that feels identical to your explanation of wanting to bring up this design flaw, but then realizing that playtesting would put a spotlight on it for you already. That's really cool, great minds think alike lol.
Hello, Chet! I'm going to make a video on the topic "locations from l4d in real life" I'd love to know what inspired the "hard rain" campaign. Which town served as the base for the town of Ducatel in the game. And also nearby is an abandoned sugar mill. I can say with confidence that it is about the hard rain campaign that you can find the least amount of information about its locations from reality. Hope I can get response about this from you
This lines up coincidentally with how Evolve turned out, too. I remember reading the AMA that Turtle Rock did and it boiled down to "our playtesters were only thinking about the game from an in-character perspective and 'pretending' to play the game instead of thinking like gamers do ("how do I break this?").
I distinctly remember one of the first Left 4 Dead video previews talking about re-enforcing (with barricades, boards on windows etc.) areas to get ready for zombie hordes. Am I crazy and that never happened? Or was that an actual idea at some point?
@@chetfaliszek Got ya. I figured it must have been something i misunderstood in the commentary or I just completely remember it wrong. Thanks for the reply!
It's funny you mention this only a day after I saw a video from Adam Savage's Tested where he talks about a thought he had that made solving problems where he disagreed with someone a lot easier. The specific quote was: "Do I need to solve this problem now, or will the world solve it for me later?" And that feels identical to your explanation of wanting to bring up this design flaw, but then realizing that playtesting would put a spotlight on it for you already. That's really cool, great minds think alike lol.
Hello, Chet!
I'm going to make a video on the topic "locations from l4d in real life"
I'd love to know what inspired the "hard rain" campaign. Which town served as the base for the town of Ducatel in the game. And also nearby is an abandoned sugar mill.
I can say with confidence that it is about the hard rain campaign that you can find the least amount of information about its locations from reality. Hope I can get response about this from you
This lines up coincidentally with how Evolve turned out, too. I remember reading the AMA that Turtle Rock did and it boiled down to "our playtesters were only thinking about the game from an in-character perspective and 'pretending' to play the game instead of thinking like gamers do ("how do I break this?").
How do you set up and get good play tests? Are there any tips and tricks to get responses and valuable feedback?
Very good question! :)
/Mapper here.
One good thing is not ever telling the playtester what to do. Just watch.
I distinctly remember one of the first Left 4 Dead video previews talking about re-enforcing (with barricades, boards on windows etc.) areas to get ready for zombie hordes. Am I crazy and that never happened? Or was that an actual idea at some point?
Nope - there weren't even crescendo events back then so you were always moving.
@@chetfaliszek Got ya. I figured it must have been something i misunderstood in the commentary or I just completely remember it wrong. Thanks for the reply!
I mean there was that one mutation that let you barricade up a house in l4d2, maybe that’s what you’re thinking of?