227: Aaaaaand the last shred of innocence I had left vanished after watching that.
Your last shread of innocence have vanished so many times, I lost count...
227: More on topic: does the kind of testing mentioned in that article actually work? I mean, you can get an idea of what appeals to a wide swath of people, but aren't you basically just dumbing down the product in the process?
Some things are meant to be a bit niche and not work on everyone. It seems like more and more games are becoming bastardized to appeal to the widest possible audience, and maybe that works for some studios, but I'd prefer CDPR to keep on making what they want without giving in to the urge to develop games for the lowest common denominator.
Hmmm.... what you say is true, the attempt to appeal to a wider audience has made several games lacklustre, or at least not as good as they could have been.
That being said, I was thinking of playtesting as a tool of fixing bugs/prominent issues, and not as much altering gameplay to maximize pleasure. Some eccentricities / innovations are welcome, but to make a game stand out by purposely making it un-intuitive, not so (not that I'm suggesting that you're saying that).
A balance is needed between those two. To quote Prince Arrington, "It's very easy for us, as developers, to get too close to our projects and fall into the trap of not realizing that our baby isn't perfect. This often leads to poor design remaining poor", and also "Developers work on a project for so long, there's always the potential to lose perspective on what's working and what's not working. Without this form of genuine feedback, developers have a tendency to drink the Kool-Aid and become accustomed to the inefficiencies and flaws of a project, which leads to a failure to explore more suitable paths."
Not to say that TW2 wasn't an excellent game, but there are numerous flaws/issues that you spot pretty quickly. And if you dig around, you can find more (silver sword, for one).
I would like to see CDPR continue what they do best (especially with the branching main plots, choices & consequences, graphics, etc.) but I'd also like to see more rigorous playtesting - no need to be so robust / advanced as companies like Valve. But at least up to a point where new gamers won't go, "Hey, why is the cave wall changing appearance as I walk" (pop-in at max LOD) or "Hey, why did the lighting change drastically when I exited through that gate?"