Delivering actionable notes to game teams can be very challenging. Screwing it up leads to frustration and lots of extra work.
One of our directors at Bungie introduced a method of separating our responses into three distinct categories that's really helped us give better notes.
Two disclaimers.
1. This method is not one size fits all, but it has been so helpful to us recently, it seems selfish not to talk about it.
2. This is specifically a rubric for downward alignment, as two of the categories require the team to take action.
So, after playing a build, you're generally going to have a lot to say. To help make any form of these written notes cohesive we only pass them down to the team in one of these three categories.
1. Feedback
We use this category to ask the team to address something, without telling them how.
For example: "We can't tell what's happening in this combat encounter. It needs to be more readable."
If you've given a piece of feedback, the expectation is that the team must resolve it, but its up to them to figure out what they want to do.
This means the people giving the feedback are expected to be open to a lot of different solutions, as long as the problem is fixed.
2. Direction
We use this category to ask the team to implement a specific solution to a problem.
For Example: "The Wizards in this encounter should all be leveled up to Yellow Bars."
In this rubric, if you aren't giving the prescribed solution to a problem, its feedback not direction. Both require action.
Direction is specific. Its not fun to receive or give, but direction an important tool to address problems quickly so teams can iterate on other issues.
3. Thoughts.
While the amount of Feedback/Direction a team can handle is constrained by bandwidth, thoughts are free.
A thought is note you want to share with the team that requires no action.
A thought could be as simple as: "I loved this," or "I got lost during this part"
Thoughts are a great way for a team to build their own backlog of actions to take after a milestone.
If the team gets a bunch of thoughts that confirm/deny suspicions they already had, they will likely take actions.
Its totally fine to hand the team notes with 0 Direction/Feedback, but you should always have some thoughts to share.
Anyways using this rubric has been super helpful for us to set expectations. It does not prevent bad feedback/direction, but each note having a clear expectation often incites more immediate reactions and forces us to get together and re-align sooner if we don't agree.
One last thing. This could be a widely known rubric that was invented 100s of years ago by people I've never met, but its certainly been new to me and drastically improved my notes.
Learning stuff like this from my incredibly smart peers is one of the things I love about Bungie.
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Next month, The Final Shape will be hitting one of its most critical internal milestones: a ritual we call the End-to-End playtest.
This ritual has been a key part of development since Forsaken.
It’s multiple days of consecutive internal playtesting that not only generates incredibly valuable closing feedback on everything coming this summer, but also spiritually kicks off a shift towards bug fixing and polish work.
Heading into this milestone, I've gotten to play 100s of hours of The Final Shape, and what the world-class talent here at Bungie has created has quickly become of the things I'm most proud to have worked on throughout my career.
It's me, Joe, your local Destiny 2 Game Director, wading into the waters of the internet to talk about increasing the base difficulty of the Vanguard Ops playlist.
This content specifically has unintentionally become less engaging compared to our Guardians' power over time over the last few seasons, and we want to course correct that in Lightfall.
While we still have a lot of reward tweaks planned throughout this whole year, when we ask Guardians to play Vanguard Ops for pinnacles or weekly challenges next season, we want to make sure that content has kept up with the player power increases over the years.
I just wanted to step in and say: Heard loud and clear on the feedback with our current seasonal backbones. The team is excited to put some more creative risk in seasonal progressions, but there will be some time before the feedback catches up with the dev cycle. Preview:
Coming up next is Lightfall and Season 20. While Guardian Ranks and Neomuna destination pursuits are going to shake things up- on the seasonal pursuit side our major focus is reducing complexity and improving the synergy between your seasonal pursuits and the rest of the game.
Season 21 is at the halfway mark of development, and the team is currently looking at ways to differentiate progression aside from having a more novel activity setup in the works.
The team's been playing a lot of Witch Queen. Wanted to give some quick updates on where our head is at with some week 1 reactions. [1/13]
First, aren't super happy with how unpredictable it can be to complete Report: Relic Data for the Evidence Board quest chain. [2/13]
We're still monitoring the time commitment for unlocking and upgrading crafted weapons, but the drop rates and unlock requirements for the Wellspring Throne World weapons are currently going to gate off too many players from being able to earn their exotic glaives. [3/13]