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#82 - Games User Research — with Steve Bromley

Awkward Silences

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What Are the Core Pillars of the Experience?

The core part of experience that is relevant to the game design is a continual challenge, i think. I know big studiosa big publishers like miksoft, for example, they have all these bench marks fromh games that theyhave tested before. So you can compare the scores or the difficulty to other games to try in draw conclusion. That can be quite challenging, because not only are what victorent is trying to be different, but also t the score, sholl gt, could be radically different at different development stages. And so it's hard to bench mark a game against itself,. But that that athos and its omething the industry is trying to do definitely exists

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