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Very few teams have a dedicated user experience, or UX, person. Even fewer teams know what a UX person does. For our purposes, the UX is about making the journey that the user takes through the game from screen to screen as simple and as pleasing as possible. The player should be able to flow through the game like a proverbial breeze.
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Famous last words!
What determines the most suitable level is dependent on the game. Often it’ll be the last one that the player played, but left incomplete.
Including leading zeroes normally requires an understanding of the upper bound of the scoring system. This is rare.
Check the technical requirements of the platform first, as some platform holders do not approve of this.
Strategy and management simulations are an exception insomuch as so much of the gameplay relies on the player being able to navigate the UI that it needs a dedicated person to ensure consistency.
Online games could display public tweets about the game, if the developers can trust their public to not write abuse!
As covered in Chapter 2, the player is not the center of the game.
In the first builds of Grand Prix Manager, Damon Hill was winning almost every race, despite the code being balanced such that he shouldn’t be able to. The bug was ultimately tracked down to the fact that his car was number 0, and when another car spun out of the race one of its fields was set to 0 (false) and giving an extra and occasional boost to Damon’s car!
We don’t say “next page” because we want to reuse the same code when turning the page back to the previous one.
- User Experience
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- Chapter 5