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Playtesting

CS 4730: Computer Game Design

Credit: Some slide material courtesy Walker White (Cornell)

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Why does playtesting matter?

  • Have you ever had someone else read a paper you wrote?
  • Why?

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Why does playtesting matter?

  • What are you actually trying to find out when you have other people play your game?
  • What “matters” in a game?
  • How do you measure it?

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Some Thoughts

  • Time to learn to use a game verb / action
  • Time (ability) to complete a specific task/quest
  • Usage (or lack of usage) of gameplay features
  • Errors (how many, where)
  • Player satisfaction (Likert scale)
  • Where did they have the most/least fun?
  • What was the user’s first reaction?
  • How would the user describe the game to others?
  • Would they play it again?

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HCI + Game Design

  • Have you had a class in Human-Computer Interaction?
  • User studies are a THING!
  • There are right ways and wrong ways to do them!

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Questions to Consider

  • Who should play test your game? Why?
    • Remember that people’s time is valuable!
    • They are doing YOU a favor!
  • What is your role when they are playing the game?
    • You are not their personal game coach!
  • How can you ensure that the test is the same for everyone?
    • Scripts are not a bad thing at all!

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Step 1: Find your playtesters

  • Consider a few different categories of players:
    • The “expert” / “confidant” (in game design class or SGD)
    • The “advanced consumer” (computing student)
    • The “general consumer” (non-computing student)
  • Ask around! Ask friends of friends!
    • (surely you have friends not in the E-school… right?)
  • Schedule the test for a time that’s NOT RUSHED!

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Step 2: Prepare the location

  • The location should be:
    • Convenient
    • Away from distractions
    • Comfortable
  • You should have:
    • Your computer READY TO GO!
    • Your script of what you’ll tell them
    • Your data collection instruments

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Step 3: Prepare the Script

  • You are no longer a game designer for this exercise. You are an objective observer.
  • DO NOT TALK ABOUT:
    • How awesome your game is!
    • What you want to do with the game in the future!
    • What is currently broken!
  • DO TALK ABOUT:
    • The bare minimum of how to play! WRITE THIS OUT!

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Step 4: Prepare the Data Collection

  • What are you going to record?
    • Audio?
    • Screen capture?
    • Just use pen and paper?
  • Have SOMETHING ready to take notes during the session!
  • If there are particular things you want to look for, have that written out!

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Step 5: Prepare the Survey

  • Post test surveys are good as well
  • Ask questions that have answers that are relatively easy to process
    • Likert scales (1-7, for instance)
    • True / False
    • Multiple choice
  • Have some open ended questions

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Step 6: The Session Schedule

  • Introduction of the game
  • Get background info on the tester
  • Play the game
    • Give specific task / goal (even if that’s just “go explore”)
    • DO ask them to “think out loud” as they are playing!
  • Wrap up discussion and survey
    • Some GREAT questions on page 263

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Do Not Get Frustrated!

  • Remember:

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Now that you have your data...

  • What do you do with it?
  • How do you act on the data you’ve gathered?
  • Tips:
    • Don’t wait too long! You’ll forget the context of some of your notes.
    • Talk (like out loud) with the entire team discussing how the session went – and then take notes on that too!
    • Compare notes with other teams!

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Advanced Playtesting

  • In modern games, we often put in hooks and let beta testers do a lot of the work without actually “doing the work!”
  • Here are some fascinating examples courtesy of Prof. White at Cornell

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Heatmaps

Game: God of War II

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User Chat Mining

Game: Star Wars - The Old Republic

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User Chat Mining

Game: Star Wars - The Old Republic

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Death Heat Map

Game: Star Wars - The Old Republic

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Encounters

Game: Star Wars - �The Old Republic

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