Playtesting - PowerPoint PPT Presentation

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Playtesting

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Title: Playtesting


1
Playtesting
  • Game Design
  • Vishnu Kotrajaras, PhD

2
What is playtesting?
  • Something a designer performs throughout the game
    design process, to gain insight into how players
    experience the game.
  • The end goal
  • To get feedback to improve your game.

3
Playtesting and iterative design
  • Test in every stage.
  • The beginning stages are very important.
  • Otherwise, you wont have enough time to make
    changes.

4
Recruiting playtesters
  • Self-testing
  • In prototype stage.
  • In order to get the core game mechanics.
  • Continue to do self-testing throughout the life
    of the project.
  • Confidants
  • When the prototype is playable.
  • Find friends outside the design team to test.
  • You need to be there only to explain the game, do
    not intervene with their play. Make yourself
    invisible.
  • Because personal relationship can ruin their
    judgement.

5
YOU
Ideal playtester
6
Recruiting playtesters (2)
  • People you do not know
  • Outsiders have nothing to lose or gain, so they
    will tell the truth.
  • Ideal playtesters
  • From any place in your local area.
  • Schools, sport clubs.
  • post your ads online or in newspaper.
  • If you get enough people, turn down the ones with
    poor communication skill.
  • asking questions during interview will help you
    on this.

7
Recruiting playtesters (3)
  • Target audience
  • They provide much better feedback because they
    know your game type very well.
  • Posting on gaming websites.
  • Have testers sign a nondisclosure agreement to
    prevent them stealing your idea.
  • Do not be afraid of someone stealing your idea.
    They cannot make it work as good as you.
  • The risk is relatively low (in western
    countries).

8
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9
Do not forget to prepare
  • Snacks and drinks
  • Testers will feel they owe you something and will
    do better to provide you with their feedback.
  • Make them more likely to return to test again.
    (so they can provide the information about how
    they think the game is progressing)
  • But you must also keep fresh recruits throughout
    the process.

10
A playtesting session
  • Do not explain much.
  • Let the testers play it out.
  • Allow them to make mistakes.
  • Provide answers when they get stuck.
  • Ignore your ego and pride.
  • Do not persuade testers to give good comments.
    (they will usually obey you because they are at
    your place). Otherwise you wont get an honest
    feedback.

11
A playtesting session (2)
  • Forgive them if they are too harsh. Communication
    skills are different for everyone.
  • But tell everyone that there is no right or
    wrong. (It is like brainstorming.)
  • No testers should ever criticise another tester.
  • And remind them to always stick to the game.

12
A playtesting session (3)
  • Do not silence the testers unless absolutely
    necessary (such as he has very bad manners).
  • Isolate him out, perhaps having him test alone.
  • But do it as soft and polite as possible.

13
Tips for a playtesting session
  • Act as a researcher
  • Welcome the playtesters and thank them for
    participating.
  • Tell them that you are testing the game, not
    their skills. Any difficulties in playing the
    game will help you improve the design.
  • Let them start playing. You take note.
  • Include specific information when writing up your
    playtest. Record the date and time, who played
    and for how long.
  • Ask them to talk out loud throughout the game
    about what they are thinking, questions they may
    have.
  • Warn them that you wont be able to answer, you
    just want to know the questions.
  • Do not help them in playing.
  • When they finish playing, interview them or
    discuss with them to get additional feedback.
  • Thank them and give out gifts.

14
Structuring the session
  • One-on-one
  • You watch over their shoulders as they play the
    game.
  • You take notes and ask questions along the way.
  • Group testing
  • Let them play together, you observe and ask
    questions.
  • Feedback form.
  • Interview after the session.
  • Open discussion
  • You take notes during the discussion.
  • Free-form, or guided discussion. It is up to you.
  • Mix the above.

15
The Play Matrix (help testers)
Helps stimulating discussion and analysing
gameplay
blackjack
poker
civilization
warcraft
Tetris
unreal
football
tag
16
Using the matrix
  • Ask your testers to plot your game on the matrix.
  • Ask players where they want to move the game to.
  • Ask them what needs to be changed to move the
    game towards their preferred quadrant.
  • This is a also a good chance to learn the type of
    players.
  • Strategic
  • Acton
  • Gambler
  • kids

17
Taking notes
  • Keep notes
  • Otherwise, you will only remember what you want
    to hear.
  • The notes must be filed chronologically, or
    entered into a database.

18
Taking notes (2)
  • There is a form
  • See additional notes.
  • Create your own questions as you get more
    experience.
  • Questions can be geared towards particular areas.
  • Rank your questions in order of importance.
  • Do not ask too many questions.
  • One-on-one interview is best for evaluating
    things.
  • But if you cant, then organize group interview.
  • Try to keep aggressive members from dominating.
  • They do not have to agree on anything. Just let
    them speak their opinion.

19
Example let a tester choose music
  • Let the tester rank the music you chose for the
    game.
  • Tell them to put boundaries on what is good, what
    is ok, and what is unacceptable.
  • The ranking has to be detailed.
  • Not just choices for the tester to choose which
    is better.

20
Remember
  • Do not lead testers.
  • If they ask question, respond by asking them what
    they think they should do.
  • Ask testers to think out loud.
  • So you know why they get stuck, etc.
  • Use feedback forms.

21
What about quantitative feedback?
  • Time it takes to read the rules.
  • Time it takes to perform certain functions.
  • Speed that a player gains a level.
  • Asks testers to rank ease of use of certain
    features, from 1 to 10.
  • Must have clear objectives that you want to find
    out before any measurement.
  • So that you can design the stats to be measured
    accordingly.
  • Never use quantitative feedback alone.

22
Controlled situations
  • You set parameters or events in the game so that
    you can test
  • The end of a game.
  • Rare events.
  • Special situation.
  • A particular level of a game.
  • Feature(s).
  • Loopholes.
  • Dead-ends.
  • Testing is not about being fair to testers or
    making sure they enjoy the game.
  • It is about seeing what happens in every possible
    situation.
  • This is the real reason behind many cheat codes
    in games. Yes, they are tools for testing in
    controlled situations.

23
Example Monopoly
  • To test the going to jail feature and see how it
    affects players who owns very little property
    versus players who own a vast amount of property.
  • Start the game when the player is in jail.
  • Play for 30 minutes, see what happens.
  • Then repeat the experiment with a change in the
    players financial position.

24
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25
Well known cheats
contra
26
Example of the usefulness of testing
  • Age of Empires 2
  • They want non-gamers to be able to pick up and
    play.
  • But part 1 was difficult to learn, even for an
    expert gamer.
  • Grandmother and middle age people testing, they
    do things right too after completing the newly
    developed tutorial.

27
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