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At GDC 2014 Pocketwatch Games' Andy Nguyen offered a deeper look at how all feedback, both good and bad, helped shape Monaco without sacrificing its core design.
December 24, 2014
Feedback is a valuable resource for game makers, but the true value of playtest feedback is often hidden beneath its surface.
Listening to feedback directly may compromise the goal and vision of the game, but Pocketwatch Games' Andy Nguyen believes it shouldn't be ignored.
As part of the GDC 2014 Independent Games Summit, Nguyen offered a deeper look at player feedback during various points of Monaco's development to show how all feedback, both good and bad, helped shape Monaco without sacrificing its core design.
It's a design-centric talk worth watching for all developers, regardless of whether you're interested in the mobile game market. The free video (embedded above) of 'Monaco: What's Yours Is Mine - Interpreting Feedback and Maintaining Your Vision' is now available to watch here on the GDC Vault.
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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