Back to last page:
As an independent game developer with a game in early access, I get a lot of feedback on my game, not all of it very nice, or coherent. In this talk, I present a six-stage model that describes how a problem with your game is perceived and communicated to you by your users. This model accounts for mismatches in perception, assumptions and language between the player and developer. It can be practically used to determine the root cause of the negative feedback.
Audience adressed:Game developers, community managers, PR.
How to process seemingly nonsensical negative user feedback into concrete ways of improving your game.
Experience level adressed:Beginner