Playtesting - PowerPoint PPT Presentation

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Playtesting

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Title: DIG 6938 C Production Software Author: rhall Last modified by: rweaver Created Date: 8/22/2005 8:49:50 PM Document presentation format: On-screen Show (4:3) – PowerPoint PPT presentation

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Title: Playtesting


1
Playtesting
2
Playtesting is not
  • Focus groups gathering opinions on proposed
    game/feature ideas
  • QA testing the hunt for bugs
  • Usability testing is the user interface easy to
    understand and intuitive how difficult is it to
    learn how to play
  • Playtesting does my game achieve its goal (very
    often, is it fun?)

3
Early and often
  • The feedback from playtests is useless when it
    comes too late in the project to make changes
  • Infrequent playtests generate less revealing and
    less important discoveries
  • You always need to playtest more often than you
    think

4
Why playtest?
  • Quote from Peter Molyneux
  • (Fable, Black White, Populous)

5
Outside observers
  • Whenever possible, hire outsiders to conduct your
    playtests
  • 1gt Relieves playtesters from having to be
    tactful (you want brutal honesty)
  • 2gt Keeps your from justifying and defending your
    work (they dont care)
  • If not, at least invite playtesters to help you
    most by being critical

6
Outside observers
  • If not outsiders, then conduct tests using those
    farthest from the work or youre asking for
    debates (you can even divide the game between
    project teams)

7
Why? We love our babies
  • Its hard to watch someone cut up your baby, we
    defend it ruthlessly
  • There are even social/psychological terms for
    this and other related phenomenon, such as sunk
    cost fallacy and loss aversion
  • The more you invest, the more you irrationally
    protect the investment

8
Dollar Auction
  • I am auctioning off a 100 bill
  • It goes to the highest bidder, who simply pays
    their bid and receives the 100
  • But the second highest bidder must also pay their
    highest bid, yet gets nothing
  • ANY BIDS?

9
Environment of honesty
  • Encourage your playtesters to be brutally honest
    and unforgiving in their comments (helps if they
    know they are not going to hurt your personal
    feelings)
  • Sets an environment where they wont hold back
    nit-picky comments
  • People dont like to be mean, you must give them
    permission / force them to

10
How to begin
  • IDEAL say nothing and just let them play
  • Concession explain the controls
  • Concession explain the goal
  • Anything else will completely subvert your
    attempt to see what the player can discern on
    their own
  • Remember that you cant be there when they
    actually play your game

11
Dont taint the results
  • Its hard NOT to subliminally tip your hand and
    ask leading questions
  • The second level was pretty easy, right? Makes
    them embarrassed to say it was way too hard,
    theyll say it wasnt that easy
  • How did you like the large open world?
  • Large and open are positive adjectives, they
    think they are supposed to naturally agree
  • Never make a statement with a question

12
Keep em separated
  • If conducting long playtests where there are
    breaks or you have an open space, playtesters
    will want to chat with each other about the game.
    DONT LET THEM!
  • You dont want to muddy someones perspective, or
    allow assertive testers to dominate other
    peoples opinions
  • Unless your game RELIES on groups of people
    playing together in the same space, dont let
    playtesters mingle

13
Let them suffer
  • Its irresistible to help a playtester figure it
    out, rather than sitting in agony as they become
    frustrated and hate your game
  • You want to see the things they will try
  • Ask them what they are thinking as they fail,
    what they THOUGHT should happen (then change your
    game to make them right next time, fail to
    success)

14
What is unclear?
  • Find out what images, icons, text, missions,
    features, etc. are not clear
  • If they dont use certain buttons, ask what they
    think would happen if they pressed them (based on
    the icons)
  • Be invisible as much as possible, but actively
    solicit feedback when they DONT try things you
    need to be tested

15
They dont care
  • Never explain or justify your decisions to the
    playtesters. Its instinctual when they
    criticize but you dont need to convince them
    your choices were wise, you just need their
    honest feedback
  • The more you defend the less they attack, and you
    WANT the onslaught (joining in actually helps
    them speak out)

16
Target demographics
  • Test the target thoroughly
  • but also test outside to get
  • things you hadnt realized
  • Example Any user interface that can be
    understood by 40-50 year olds will be understood
    by 20-30 year olds. But the older testers
    provide great value in showing what is possibly
    on the fence for the younger testers

17
Get statistics
  • Not just what doesnt work, but how many people
    did it not work for
  • You can ignore problems that only strike a
    minimal percentage of testers and you MUST
    address problems that most of them had
  • Breadth is more valuable than depth (more
    sessions with more people rather than longer
    sessions with less)

18
Statistics in game
  • Where possible, log important events
  • Its useful to know where your players are
    struggling, how long certain tasks take, etc.

19
Statistics in game
  • Refer to Microsofts processes for a look at how
    detailed statistics, and filtering thereof,
    benefits trouble spots
  • WIRED article
  • MS playtest from tester perspective
  • GDC Presentation

20
Kleenex testers
  • You want lots of fresh testers Kleenex testers
    who have never played your game
  • Getting testers through the first five minutes of
    your game is the toughest part
  • Experts in your genre are less valuable since
    they know the territory and guess well when in
    doubt (cant rely on them)

21
Recurring testers
  • Kleenex testers show you where your game should
    improve for first-timers
  • Recurring testers are required to discover
    replayability and when your game tires
  • Crucial for longer game experiences, particularly
    for MMOs

22
Prepare questions ahead
  • Do NOT improvise a post-play interview
  • Follow surprises and interestingly unique aspects
    of a playtesters experience
  • But have your crucial questions prepared in order
    to make sure they are included

23
  • Most important question to ask
  • What are the three worst
  • things about this experience?
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