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This episode assesses tools like Milanote and Godot 4 for dystopian game design, highlighting their role in organizing concepts and refining mechanics. The discussion covers player-centered research methods, such as surveys, interviews, and playtesting, alongside the importance of reflection and iterative processes to enhance creativity and address gameplay flaws. Specific case studies demonstrate how these approaches lead to innovation.
Alys
So, letâs dive into thisâthe tools we used for tackling dystopian game design. Milanote⊠where do you even start? I mean, those templates! Mood boards, character design layouts, all of it. They were kind of a lifesaver, werenât they?
Rhys
They were, yeah. Milanote does a good job of keeping everything organized and visually cohesive, but thereâs something to be said about the actual usability. Did you feel like it was intuitive enough? I mean, sometimes I I found myself getting lost in all the options.
Alys
Oh, for sure, you can get sidetracked resizing images or tweaking sections. But itâs like, when youâre building something so visualâlike a mood board for a dystopian worldâyou need that flexibility, donât you think?
Rhys
Absolutely. And it worked wonders for collaboration too. Everyone on the team could just jump in, drop notes, images, whatever. That part, I thought, was seamless.
Alys
Yeah, but then thereâs sketching tools, right? Like, Milanoteâs great for big-picture stuff but, for actual idea sketches? I mean, Iâm old-schoolâI love pencil and paper! Itâs immediate. No fiddling, no lagâjust get those ideas down.
Rhys
And thatâs brilliant at the beginning, but digital sketching tools have their perks tooâlike layers. You can iterate so quickly without starting over. Tools like Procreate or Adobe Fresco balance that immediacy you talked about with some, well, some advanced functionality.
Alys
But does it slow you down? I feel like messing with layers and settings kind of breaks the flow sometimes.
Rhys
It can. But itâs also a bit of a trade-off. For me, the ability to rapidly edit, undoâŠit makes up for it. And letâs not forget when we moved into prototypingâGodot 4?
Alys
Oh my gosh, Godot! I love that itâs open-source, and customizing mechanics is, well, itâs kind of satisfying, even for a non-coder like me. Although, debugging...
Rhys
Yeah, debugging can beâmessy. But itâs incredible how it helps you catch things early, like figuring out if certain mechanics actually work as intended. I mean, you can prototype and test in a single space, and that alone is... invaluable for gameplay refinement.
Alys
Totally. And seeing those ideas come to lifeâlike, going from sketches to playable sequences? Thereâs something magical about that.
Rhys
Itâs the process, really. Iteration. Improvement. Itâs where tools like Godot shine because they let youâ
Rhys
And speaking of improvement, to really refine those mechanics, youâve got to think about what players actually want. Surveys are such a straightforward way to get that insight. You know, just sending out a few questions and seeing what clicks with themâitâs invaluable.
Alys
Oh, yeah, but the answers you getâletâs be honestâtheyâre often way too broad, arenât they? Like, "What do you want in a game?" Uhm, everything?
Rhys
Exactly. Itâs like... if you donât word your questions carefully, the dataâs almost worthless. But when it worksâwhen you hit the right questionsâit can give you this broad overview of trends or preferences. Thatâs helpful, even for dystopian narratives.
Alys
True. And I love how focus groups dig deeper, like when you get people talking about why they love dystopian themes. You hear things you wouldnât expect, like why they fixate on, I donât know, the whole oppressive regime theme.
Rhys
Oh, yeah. Thatâs where you really start pulling out motivations. But focus groups come with their own headaches, like dominant voices, right? One opinion snowballs, and suddenly everyoneâs agreeing.
Alys
Yesss, and then youâre sitting there, like, âAre you all just saying this because that one guy really loves dystopias?â
Rhys
Exactly. Interviews, thoughâtheyâre a bit more clean-cut. One on one, more personal, but they take forever. Itâs such a time drag when youâre trying to hit tight development deadlines.
Alys
Yeah, but if someoneâs super passionate, itâs so worth it. I feel like you pick up on the little thingsâlike, why they canât stand certain game mechanics. That sorta stuff doesnât show up in surveys.
Rhys
Right, and playtesting takes that to another level. Like, the moment someone picks up the controller and goes, âWait, this doesnât work,â it hits different.
Alys
Oh, completely. This one time, someone in our test group kept missing a stealth mechanic I thought was obvious! I mean, it was likeâ
Rhys
Hidden in plain sight?
Alys
Exactly! And it made me realize... I hadnât explained it properly in the tutorial. Without that feedback, Iâd never have caught it.
Rhys
But at the same time, youâve gotta watch out for biases during testing. People sometimes act differently just because they know itâs a test, you know?
Alys
Totally. Itâs this weird mix of helpful and frustrating. But seeing someone struggle with mechanicsâitâs a humbling reminder to, you know, really step into the playerâs shoes.
Rhys
Thatâs the golden takeaway. Whether itâs surveys, focus groups, or testing, itâs all about challenging your own assumptions and adjusting, even when itâs...messy.
Rhys
Yeah, and itâs moments like that, seeing someone struggle or thrive during playtesting, that make you step back and think: what are we really doing rightâor wrong? Taking that time to critically evaluate, itâs almost like playtesting our own design process.
Alys
Yeah, like debugging your brain, right?
Rhys
Exactly. And whatâs fascinating is how iterative testing reshapes your work in ways you donât expect. I remember one prototype, where a combat mechanic kept feeling clunkyâ
Alys
Oh, the one with the dual-blade attack, right?
Rhys
Yeah, thatâs the one! It wasnât until we got player feedback that we realized... it wasnât the mechanic, it was the timing. Just a simple tweak made it click. It was a perfect example of how testing can uncover hidden flaws.
Alys
Totally. And itâs not just about fixing problems eitherâexperimentation is a huge part of growth. Like when I switched from Aseprite to another pixel art tool, just for fun? The interface was super weird, but it made me try stuff I I probably wouldnât have otherwise. It was kind of the spark I didnât know I needed.
Rhys
Thatâs such a great takeaway. Getting out of your comfort zone forces you to see things differently. A lot of the tools we usedâMilanote, Godot, even those sketching appsâthey all contributed something unique. But none of them were perfect, right?
Alys
Nope. And thatâs the thing about reflectionâitâs not just about critiquing the tools but figuring out how to adapt and grow with them. Iâve gotta say, though, the biggest lesson for me? Just, like, staying open to change.
Rhys
Couldnât agree more. Growth as a designer is really about embracing those messy, in-between moments. The iterations, the hiccups, the "aha" momentsâthey all lead to stronger designs.
Alys
And stronger designers.
Rhys
Absolutely. Well, on that note...
Alys
Right! That wraps up todayâs episode. Thanks for tuning in, and weâll catch you next time!
Chapters (3)
About the podcast
Dive into dystopian worlds! Craft your own game, from concept to Games Design Document. We'll dissect existing games, research player desires, master design tools (Aseprite, Smack Studio, FL Studio), and analyse mediaâs impact. Explore critical perspectives, contextual awareness, and refine your skills via weekly vlogs. Unleash your vision!
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