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Saying that user feedback is important to game design is an understatement. Player's deeply rely on receiving updates on how they're faring and these notifications need to be as intuitive as possible. Further, this feedback needs to be tailored to the target audience of the given game. A gamer that spends hours trying to beat Dark Souls will perceive feedback differently as compared to someone that plays Candy Crush. Thus the manner (visual & aural) in which this feedback is delivered to the player is meaningful and significant.

Examples

In April 2012, social games company King launched Candy Crush, with the majority of the target audience being middle aged ladies and children. Throughout the game, the visual art and feedback has been shiny and sparkly while the audio has had similar undertones. Its interesting to see how well directed these styles were toward the game's intended audience.

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