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How Benjamin and Lu Lu Units Game Developers and Players

Understand the differences between game makers and players in viewing games from the perspective of Benjamin Gifford & Lu Lu

By David Guo ViewsPublished 2 months ago 3 min read
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Top Games Inc. Evony & uCool Inc. Heroes Charge

The gaming industry has unveiled a curious phenomenon. It is that the aspects of games that resonate most with players often differ from those that developers take pride in creating. This is often because gamers view games from different perspectives than producers. And this difference stems from their different relationships with games. Game producers are creators, and players are experiencers. Many developers have backgrounds as players and they understand what the audience seeks. However, it is less common for players to grasp the developers' challenges and vision. Benjamin Gifford, the VP of Top Games Inc., and Lu Lu, the former CEO of uCool, Inc., explore this intriguing gap.

Benjamin Gifford's Analysis

"Gamers and game makers indeed see games through different lenses. Gamers focus on the immediate enjoyment and immersive qualities of a game, while game makers balance the intricate dance of creativity, technicality, user experience, and marketability." Benjamin Gifford explained.

1. The Challenge of Balancing Creativity with Technical Limitations

According to Benjamin Gifford, one of the main challenges is to balance technology and creativity. For instance, the designers of Evony (a flagship game by Top Games Inc.) may envision innovative gameplay features. Yet, these ideas might not be fully implemented and presented to players. Because game ideas will be limited by resources, time, and technology.

The complexity of some creative gameplay may have certain requirements on game performance. Developers need to find a balance between maintaining creativity and ensuring smooth operation. Besides, developers must also consider platform compatibility. Each platform has its own technical limitations and requirements. Developers need to provide a consistent experience across all target platforms. This may also affect the implementation of certain ideas.

2. Benjamin Gifford's Guidance on The Creativity-Technology Balance

On the difficult question of balance, Benjamin Gifford gave his own opinion.

"We operate on a 'design, build and break' philosophy, rapidly identifying and capitalizing on the game industry and technology trends, focusing on quick iterations to refine our offerings based on real-world feedback.", Benjamin shared.

He believes that the quick iterations seem to work. It involves catching the core elements of game ideas, and determining what to stay or discard. And then concentrating resources on the most crucial features. After that, iterative development is carried out based on player feedback. This ensures fidelity to the original idea while providing a good player experience.

Lu Lu's Perspectives

Lu Lu, reflecting on her experience as the former CEO of uCool, argued that:

"Player feedback and game iteration from the perspective of game producers are also different from players."

She affirmed the importance of making improvements based on player feedback. But she felt it was also a difficult balance to balance.

1. The Challenge of Harmonizing Player Feedback with Game Development

"Beauty is in the eye of the beholder." Lu Lu notes the subjective nature of player feedback. Diverse backgrounds lead to varied tastes and expectations. This diversity can make it challenging to rank that feedback. Developers need to make decisions with limited resources. And that may limit their response speed to feedback.

Furthermore, she points out that player feedback focuses on immediate issues. While developers need to consider the long-term vision for the game. It can create conflicts between addressing short-term feedback and pursuing long-term development goals.

2. Lu Lu's Strategies for Balancing Feedback and Iteration

Lu Lu stresses that do not equate the loudest feedback with majority opinion. She recommends gathering diverse opinions through various channels. In the meanwhile, complementing qualitative feedback with quantitative analysis of in-game behavior.

This helps game producers understand the priority of player feedback more objectively. Moreover, a flexible iteration strategy is also essential. Small-scale testing can make developers more efficient at experimenting and adapting new features. It will better align game updates with player expectations.

Conclusion

By combining the insights of Benjamin Gifford and Lu Lu, the gaming industry can better navigate the differences between game developers and players. Realize ideas within the limits of technical feasibility. Then make flexible iterations based on comprehensive player feedback. It fosters a deeper connection and mutual understanding between game makers and players.

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About the Creator

David Guo Views

Discover and Publish Valuable and Fun Things about Evony Developer's Team leaders, such as CEO David Guo (Yaoqi Guo) and VP Benjamin Gifford.

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