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<blockquote data-quote="EzekielRaiden" data-source="post: 9179724" data-attributes="member: 6790260"><p>...you measure the things that can actually be measured, based on whatever design goals you have. E.g., as mentioned, when checking CRs, you check to see if various party comps (run a zillion times each) get the right spread of "number of deaths per combat" or "number of spell slots spent" or whatever. When testing different subclasses, you'd look primarily at things like damage output, damage suffered, healing provided, stuff like that--things the computer can quite easily track.</p><p></p><p>Plenty of things, as I said, <em>cannot be tested this way</em>, and those things will always require human judgment to test. Nobody's getting rid of human playtesters. But instead of waiting for ten human groups to run through an encounter you've set up, you can get at least approximate data from the virtual simulation--and then those ten groups can instead focus on the critical intangibles like "feel", on things like presentation and roleplay and utility effects etc., etc.</p><p></p><p>Dismissing the entire thing as "oh it's just garbage in, so it's garbage out" is foolish. There is <em>enormous</em> potential in things like the BG3 system to give designers real data. Yes, like all statistics, it means you must ask good questions and really carefully think about the answers. That's nothing new.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9179724, member: 6790260"] ...you measure the things that can actually be measured, based on whatever design goals you have. E.g., as mentioned, when checking CRs, you check to see if various party comps (run a zillion times each) get the right spread of "number of deaths per combat" or "number of spell slots spent" or whatever. When testing different subclasses, you'd look primarily at things like damage output, damage suffered, healing provided, stuff like that--things the computer can quite easily track. Plenty of things, as I said, [I]cannot be tested this way[/I], and those things will always require human judgment to test. Nobody's getting rid of human playtesters. But instead of waiting for ten human groups to run through an encounter you've set up, you can get at least approximate data from the virtual simulation--and then those ten groups can instead focus on the critical intangibles like "feel", on things like presentation and roleplay and utility effects etc., etc. Dismissing the entire thing as "oh it's just garbage in, so it's garbage out" is foolish. There is [I]enormous[/I] potential in things like the BG3 system to give designers real data. Yes, like all statistics, it means you must ask good questions and really carefully think about the answers. That's nothing new. [/QUOTE]
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