Iteration – The act of repeating something within a loop. This definition is certainly known to developers. In the designer's work, this loop looks like the following:
The start of the loop > planned changes (improvements) > making changes to the > review changes > The end of the loop.
Just what is it?
The iteration in design is used to improve what we created in the beginning. Step by step approaching the goal, which is of course creating a good product.
In theory it looks easy. It's important to think carefully about what you want to achieve, and what is the reason for something that's not really working. As usual, I say in general – I know, but you will see why. Iterations can be used in many aspects of design – in narration, level design, system design, gameplay design, and others that come to mind.
Example 1. Narration – heard on Digital Dragons.
People playing in addition to Dying Light did not really like the task in which the player had to unscrew the valve and check the pipe to bring the water to the village (or another group of people). They introduced dialogues that were meant to make the player dependent on these people – without being effective. Removed some plumbing work – it was still poor. After the amendment, a new character was introduced, with which the player could identify briefly, and then this played him a bit on ambitions. After a further tweaks surprised.
Example 2. Level design.
When you create a level you want the player to head where you want, and on the occasion he had the maximum amount of fun. For these reasons, you are changing certain elements of the world to play together. When players jump from the building, because they think they will survive the fall – you change the layout of the map so that there is no doubt. When they try to go in a place that can not be beat-you change it. Everything to make the player's experience the best.
You've probably noticed that all of these changes require data collection, usually in feedback, that you need to analyze later.