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Book 1-Eternal Night: The Programmer
Book 1-Chapter 22: The Power of Feedback

Book 1-Chapter 22: The Power of Feedback

Aaron sat at his desk, staring at the glowing screen in front of him, but his mind was elsewhere. The days had been a blur, filled with meetings, deadlines, and constant decision-making. Eternal Night had come a long way from the early days of development, and now, with a growing fanbase and the game beginning to take shape, Aaron found himself standing on the precipice of something big. Yet, despite the milestones they’d reached, there was a nagging sense in the back of his mind. The game wasn’t perfect. There were still issues—bugs, design tweaks, and balancing problems—that needed attention before the official release. He knew this would be a make-or-break moment for Eternal Night. If he wanted the game to truly resonate with players, it had to be flawless.

That was why he had called for closed testing sessions. This was the time to refine the game based on player feedback, the type of feedback that could make or break the final version of Eternal Night. Aaron had always prided himself on creating a game that felt authentic to its vision, but he also knew that players could see things from a perspective he couldn’t. They’d catch things he missed, offer solutions he hadn’t considered, and highlight issues he hadn’t even thought about.

The closed sessions were set to begin in just a few hours, and he wanted to be ready. He had spent the past few weeks meticulously preparing everything: the gameplay demo, the environments, the puzzles. His development team had put in long hours to make sure everything was polished, but now it was time for the real test. This wasn’t about impressing the critics or showcasing the game to the public. This was about listening to the players themselves.

Aaron walked out of his office and into the conference room where the testers were gathering. A group of ten players—mostly long-time fans of Eternal Night—sat around a large table, looking excited, nervous, and ready to dive in. Some of them were familiar faces, having followed the development of the game since its early days, while others had only just discovered Eternal Night in its more recent stages. Aaron smiled at them as he walked in, feeling a mix of gratitude and responsibility. These players were here to help him make the game better, to provide the kind of raw, unfiltered feedback that could lead to meaningful improvements.

“Hey, everyone,” Aaron greeted the group, his voice carrying a sense of enthusiasm. “I just wanted to thank you all for being here. Your input today is incredibly valuable, and I’m really looking forward to hearing what you think. We’ve come a long way, but we still have some work to do, and you’re all here to help us make Eternal Night the best it can be.”

There was a quiet murmur of agreement around the table. A few testers nodded and exchanged smiles, clearly eager to dive into the experience. Aaron could feel their energy, their excitement, and it was infectious. This was what he had been working toward: connecting with the players, involving them in the creative process, and ensuring that Eternal Night was something they truly wanted to play.

“We’ve set up the game in different areas of the testing room,” Aaron continued. “Each of you will have the chance to play through a section of the game, and we’ll be observing you as you play. We’ve got a set of questions and prompts for you to think about, but we’re also open to any thoughts, suggestions, or issues that arise while you’re playing. Don’t hold back. If something doesn’t work, if something frustrates you, if you have an idea for how something could be better—let us know. We’re all here to make this game as great as possible.”

The testers nodded eagerly, and Aaron gestured to the group of developers standing behind him. “My team will be here to assist if you run into any technical issues, but for the most part, we want to hear from you directly. So, let’s get started.”

As the testers sat down at their stations, Aaron moved to the back of the room, where he and his team could observe their progress. Each player was immersed in the world of Eternal Night, exploring the dark, mysterious environments he had spent so long creating. Some of the testers seemed lost in thought, carefully examining every corner of the game world, while others played with excitement, chatting with one another about their experiences.

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Aaron settled into his chair and observed carefully. He wanted to know what the testers were feeling, what caught their attention, and what left them frustrated. It didn’t take long for him to see where the weaknesses in the game lay. There were moments when the controls seemed too finicky or the interface unclear. Some of the puzzles didn’t have the right balance—too easy for experienced players, too difficult for beginners. A few testers had trouble understanding the objectives of certain quests, unsure of how to progress. These were all issues that needed fixing, and Aaron knew they couldn’t be ignored.

After an hour of play, Aaron called for a break. The testers stretched and grabbed refreshments, but Aaron didn’t waste time. He was eager to hear what they had to say. He moved to the front of the room and addressed the group, feeling a slight nervousness in his chest. This was where it all came together. He could make all the design decisions he wanted, but ultimately, it was the players who would tell him what worked and what didn’t.

“Alright,” Aaron began, trying to keep his voice calm and collected. “What did you think? Any feedback, thoughts, or issues you want to share?”

One of the testers, a young woman named Sophie, raised her hand. “I really love the atmosphere of the game. The world feels alive, and there’s a real sense of mystery. But there’s one thing I noticed—I had a hard time finding some of the hidden objects. I think it would help if there were more visual cues to guide players, like subtle lighting or environmental indicators. Right now, it feels like some things are just hidden for the sake of being hidden.”

Aaron jotted down her comment, nodding. “That’s great feedback. We’ve been playing around with visual cues, but I see your point. We don’t want players to feel lost, but we also don’t want to make things too obvious.”

Another tester, named Jake, chimed in. “I ran into some issues with the combat system. It’s fine when there’s just one enemy, but when there are multiple, it gets really chaotic. I think it would help if the camera angle adjusted better to let you see everything around you.”

Aaron looked over at his lead programmer, Alex, who had been watching the testing closely. Alex immediately nodded. “That’s something we can definitely adjust. We’ll tweak the camera angle during combat and see if we can smooth it out.”

A third tester, Marcos, added, “I noticed that the pacing of the quests feels off. The story is great, but some quests feel like they’re dragging on too long, while others feel rushed. Maybe break up the more intense sections with some quieter moments, or give players more of a chance to explore and learn about the world.”

Aaron took a deep breath, trying to take it all in. This was the hard part. As much as he had worked on the game, as much as he had poured his heart and soul into every design choice, there were always going to be things that needed refining. The feedback was invaluable, but it was also humbling. It reminded him that no matter how much he had learned, he would never be able to see his own creation from every perspective. The players, the ones who experienced the game first-hand, were the true experts.

As the testing session continued, Aaron gathered more and more feedback. Some of it was easy to address—small tweaks to the interface, changes to the lighting, adjustments to the difficulty. Other feedback was more complex—balancing certain gameplay elements, reworking sections of the story, and refining the overall pacing of the game. But no matter how big or small the change, Aaron was grateful for it all. Each piece of feedback was an opportunity to improve, to make Eternal Night even better.

After the session ended, Aaron thanked the testers and gave them all a chance to share final thoughts. The team spent the next few hours reviewing the feedback, taking notes, and making plans for how to implement the changes. It was a long process, but Aaron was more energized than ever. This was the moment where everything would come together, where the game would transform into something that players would truly love.

That night, as Aaron sat in his office, he reflected on the day’s events. He had always known that feedback was essential, but experiencing it first-hand was something entirely different. It was humbling and empowering at the same time. Listening to the players had opened his eyes to new possibilities, and it had reminded him of something important: no matter how much time he spent developing the game, it was the players who would ultimately shape its legacy.

As the final pieces of feedback were processed and the changes were implemented, Aaron felt a renewed sense of purpose. The game was far from perfect, but with the players’ input, it was becoming something truly special. He wasn’t just creating a game any more—he was creating an experience that would resonate with people for years to come.

And that, Aaron realized, was the power of feedback.