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The Most Valuable Thing a Game Can Give You is Honest Feedback: Notes From our Webinar with IGEA on Serious Games

Notes from our webinar with IGEA on serious games — and the one idea that kept coming back.

Kateryna Dashevets
Content marketer with over 5 years of experience in IT sector and narrative designer background

Last week, we spent an hour with the Australian games industry talking about serious games: simulation, training, defence tech, the works. We came prepared to talk about technology. The conversation that actually happened — especially in the Q&A — kept circling back to something else entirely.

It wasn’t engines — not XR headsets either. Not even AI.

Feedback. Specifically: how hard it is to get genuine, unpolluted feedback from a human being — and why games happen to be the best instrument ever built for capturing it.

Here’s the case, assembled from the questions people actually asked.

Every game is a measurement device (most people just don’t use the data)

Start with the example that got the most attention: a defence training platform we built that runs soldiers through virtual scenarios on a real training ground.

The obvious output is accuracy. Who hits the target. That’s what a shooting range measures, and if that’s all you want, you don’t need a simulation.

But the platform also tracks heart rate, stress response, reaction time, decisions under pressure. And once you have that, the question changes. You stop asking “who’s the best shooter?” and start asking “who stays calm when things go wrong? Who reacts fastest? Who endures?”

The output isn’t a leaderboard. It’s team composition — squads assembled so that every trait counts: the accurate one, the fast one, the one who doesn’t spike under stress. The simulation stops grading individuals and starts building organizational intelligence.

That’s the difference between gamification and a serious game. Gamification adds points to an existing process. A serious game is an instrument that measures things the real world can’t measure safely — or can’t measure at all.

And this logic isn’t military. Swap the battlefield for an operating theatre, a factory floor, or a flight deck, and the question is identical: not “who passed the test?” but “what does this person actually do under pressure, and who should they be standing next to?”

Multiplayer ruins the data (and horror games prove it)

One of the sharpest questions of the Q&A: since multiplayer simulation is clearly a future trend, what’s left for single-player experiences?

The answer surprised people, so here it is in full: adding people to an experience destroys the genuine feedback of the individual.

Think about horror games. Real, genuine horror doesn’t survive multiplayer. Put a friend in your voice chat and the dread turns silly and slapsticky within minutes. The same goes for a touching story — you will not feel the same emotional resonance while someone is narrating their snack choices into your ear.

Now apply that to training. If you’re teaching a skill that requires delicate, precise feedback, every social layer you add is interference around the exact signal you’re trying to capture. The trainee’s attention splits between the experience and the people in it. Your data gets noisier. Your read on the individual gets worse.

So the design principle is simple: the more social the experience, the less it tells you about any one person in it. Multiplayer simulations are brilliant for training coordination, communication, and teamwork — things that only exist between people. Single-player is where you find out who someone actually is.

Neither replaces the other. But if you’re commissioning a training simulation, this is the first question to answer: are you measuring the individual, or the team?

People will never use your tool the way you designed it

A supporting truth from our production side, learned the hard way across every serious game we’ve shipped: you build the experience, you install the data trackers, and then you watch real users play it nothing like you intended.

This is why “we designed it correctly” is never the end of the job. Behavioral analytics isn’t a nice-to-have layered on top of a simulation — it’s the only honest answer to the question “does this thing work?” The scenario you carefully authored is a hypothesis. The telemetry is the experiment.

Which, incidentally, is why serious games need the same production discipline as commercial ones: tooling that lets non-technical experts update scenarios without a developer in the room, measurement that makes progress visible, and the ability to scale past one demo. A simulation you can’t iterate on is a very expensive video.

The game master went behind the screen, and clients underestimate what that changes

One more insight, born from a client misconception we’ve had to bust more than once.

A restaurant chain came to us with an existing board game and one assumption: surely this can be translated into a digital experience one-to-one. Same rules, same fun, now on a screen. Easy, cheap.

Here’s why that never works. In a board game, all the systems are transparent. Every player reads the rules, holds them in their head, and drives the game themselves. The game master is either a person at the table or a rulebook everyone shares.

In a digital game, the game master disappears behind the screen. The systems go invisible. The player no longer executes the game — the game executes around them. That transforms the entire relationship between the person and the experience. Done well, it’s an upgrade: the machine handles the bookkeeping and the player gets pure decision-making. Done as a lazy port, it strips out the very transparency that made the board game work, and replaces it with nothing.

The lesson generalizes far beyond restaurants: you can’t move an experience between media and expect the feedback loop to survive unchanged. The loop is the game. Every translation is a redesign.

So what’s actually new here?

During the Q&A, our host Jens pulled out a lovely historical footnote: Monopoly descends from The Landlord’s Game, designed over a century ago to demonstrate the consequences of land-grabbing economics. An economics lesson wearing a board game as a disguise.

Serious games are not a new idea. Play has been humanity’s training system since before humanity had a name for it.

What’s new is the instrumentation. A century ago, a training game could shape behavior but couldn’t observe it. Today a simulation captures every action, decision, retry, and stress spike — and feeds it back into both the learner and the system itself. AI is starting to adapt scenarios mid-session. XR is putting the simulation inside the real spaces where the skills will be used.

But the technology only matters because of what it serves. The heart of a serious game is the same thing it’s always been, and the same thing every question in that Q&A kept reaching for:

A safe place to make a real decision — and an honest answer about what happened next.

Stepico builds games and applied interactive experiences across entertainment, education, enterprise, and defence tech. If you’re exploring simulation or serious games for your field, talk to us.

Choose Stepico and step into the future!

Kateryna Dashevets
Content marketer with over 5 years of experience in IT sector and narrative designer background
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