Lecture with Steve Bromley
What is usability testing?
What should they understand?
What should players be able to do?
Where should the challenge be, and how should it be experienced?
Risk: These are our assumptions!
We can be proven right or wrong and it is important to keep an open mind.
Difficulty - Action capabilities should be correlated with Action opportunities. Without this relationship, making sure these features are fine tuned, the game will become boring.