Assume Players Want Feedback

When you develop a game it’s common to focus on the programming first. Get the actual game working and functional before adding any art, sound, UI, etcetera.

This advice is given to all new game developers as well. To create your game using blue rectangles or gray boxes, and only spend time/money on everything else once you are certain about what the game is and what it needs.

It’s not terrible advice per se. There are absolutely horror stories about developers spending thousands on art … that they never ended up using. Or developers spending their limited energy/motivation on creating a nice soundtrack … only to realize the game idea itself is bad and having no motivation left to make the actual game.

Yes, it’s probably smart, most of the time, to start development with the actual game.

But I’m increasingly convinced that you really don’t want to do this. Other developers are fortunately starting to agree with me. A few weeks ago, for example, I saw a first devlog from a professional indie dev team that started with a lengthy explanation of why they do add art/sound/polish very early in projects.

Why?

  • YOU must be motivated to work on your game. Some people don’t care, great for them. But most people are not really eager to develop their game if they’re looking at ugly gray screens, unreadable fonts, rectangles for everything, etcetera. If you make your game look decent early on, you can actually feel good about this professionl game you’re making throughout development.
  • Video games are an audiovisual medium. It’s in the name. Video games are their graphics and their sounds. Video games are the thing the player actually sees or interacts with, not the fancy number stuff that might be happening behind the scenes.
  • It helps develop all parts of the game in parallel. Maybe you have a programming problem … and then realize it could be solved with different art. Or maybe you had some great idea for the game … but the art department can instantly show you why it would look ugly/messy on screen. By developing all these parts at the same time, you spot issues much earlier, and you can also draw solutions from other departments.
  • The previous point also relates to marketing. If your game has some art early on, you can start showing it very early and get feedback early. If you already need a gameplay GIF after one week, then it forces you to already think about how to market/explain/best show off your game right from the start. Which prevents you from ending up with some completely unwanted mess of a game at the end.

You can stop reading right here if you want. The rest of the article is just some extra explanation, examples, and remarks from me.

So many times I’ve worked on a game in isolation for a few weeks. I couldn’t let anyone test it yet because it lacked the necessary feedback. (For example: if all entities in the game are the same rectangle, and there’s a health system but you’re not showing a health bar yet, nobody can feasibly test your game yet.) Then, after weeks of work, I finally had a testable game … and all that work turned out to be useless. First contact with the wild clearly revealed massive holes in the idea that I would’ve spotted if I had shown the game, with some placeholder art, to anyone after three days.

So many times I’ve finished a game design with gray boxes and barely any feedback, only to see the game does not work once we have actual art and sound effects! Maybe it shows that there’s no space to (comfortably) display all these things on a screen. Maybe it reveals that a certain mechanic or effect is confusing once I try to “polish it”. Or maybe it just shows that I could’ve saved myself a lot of time and effort through a smart art style choice.

So many times I’ve made a prototype and thought “meh it’s not fun, mediocre”. But I decided to give it one more day, in which I would add some art + feedback + menus so that I could ask someone to test it for 5 minutes and tell me how bad it is. Guess what? Suddenly the game is a lot of fun! And people like it! Who’d have thought that having actual feedback for your actions and pretty moving images is more important than the game logic itself for video games!?

That’s why I started dividing my time equally between all parts of game development. I spend just as much time already adding art, or animations, or sounds, or other polish, as I do actually programming the core of the game or adding its crucial content.

Whenever possible, though, I prioritize feedback. I’m training myself to make it a habit to always provide all the feedback in the world on any new thing I implement. Added a health system? Add the health bar and a simple animation on changes before moving on to anything else. I want feedback on exactly what the health system is doing at all times, just like the player would want it, and I want it right now. Even if it feels silly, because the rest of the game does not exist yet.

I try to assume players want feedback on EVERYTHING.

This has two advantages.

  • It helps me a lot when debugging. That health system? Because I spent an hour or two giving myself great feedback about it, I can also instantly spot if there’s some error in my logic or in the system. Something that’s much harder (or even impossible) to spot without the clear, multidimensional feedback.
  • It means the game is already in a playable, testable, publishable state at basically all times. Whenever I implement a single thing, I can already show it to people or let them play it. Because they have the feedback that’s absolutely crucial to understanding the game and interacting with it.

What does feedback mean? What is “important” feedback, and what is just polish? In general, I think,

  • Changes must have a notifier. That is, an animation and a sound effect to draw the players attention.
  • Values/Data must be visible in at least one place. (Otherwise the player literally cannot know the thing.)
  • Text must be readable and on-theme. Pick a nice font, big font size, drop shadow/outline if needed. (Because when you think about it, illegible text is just as useful to a player as no text at all.)
  • Continuous/Subtle effects should also have a continuous effect. Someone is damaged/low health? Don’t just play a single flash animation or burst of particles. Have a continuous animation that makes the enemy flash red, emit some particles, maybe a very soft sound effect.

I think those are the key parts that any feedback must hit: data must be visible somewhere, differentiate between changes and continuous, and the feedback must be actually legible/visible/clear.

Anything besides this is probably “polish” and not needed until the end.

I haven’t been applying this idea for very long yet, but I can already report great results. (That’s also why I write this article about it!)

  • The number of time wasted debugging silly bugs has gone down to near zero. Because every “bug” is completely obvious thanks to the clear visual feedback.
  • The speed at which I can get a prototype tested, and thus the speed at which I can iterate and improve and publish, improved a lot.
  • It forced me into the habit of picking an art style, theme, fonts, everything right at the start of the projects. Which creates a more coherent vision, early start to marketing, and making it look better (and feel more serious/professional) right from the start.

It’s so easy to disregard prototypes or game ideas as mediocre, or not worth pursuing further, when it’s just gray boxes against a gray background. When you’ve only been writing lots of code for five days and nothing else. The game doesn’t even have a working title yet.

It’s much harder to drop projects willy-nilly or leave them unfinished when you already have something to show. When you already did some art. When it has a title, and it’s displayed in a font that you really like. When you thought further than the initial “only coding”-stage.

I know I’m not saying anything revolutionary here. We all know that huge AAA games have a pre-production phase where they figure out art, and marketing, and user experience, and everything way before the programming and the content is done. For some reason indie developers don’t take note of this. And we can get away with this, in part, because our games are much smaller and we have smaller teams. We can drop in all the art at some later point, because it’s not a lot of art, and we only have a single artist on the team.

I’m just saying that it’s probably better to work on all pillars of a video game in tandem. Even when creating a prototype! Because being forced to create some art, to assign some sounds to actions, you’re actually spotting problems in your design much earlier and also finding more out of the box solutions.

Games are an audiovisual medium. The game is the visuals and the sounds. The game is the feedback to the player. It doesn’t matter how clever your code is, what amazing systems and content lie beneath the surface, it literally does not matter if the player doesn’t know they exist.

And so, nowadays, whenever I make anything, even for a small prototype, I assume the player wants all the feedback in the world—and I add it before continuing.

I’m still learning, I’m still missing lots of feedback opportunities, but it’s getting better with each game! I can market a new game many weeks earlier. I can let people test a new prototype within a few days, and they can actually play it (almost) like it’s a final finished game they just bought on Steam. I can iterate on game design within an hour instead of building stuff and waiting for a month before it’s actually functional enough (“has enough feeback”) to test.

Hopefully this is useful to someone,

Pandaqi