Playtesting
The part where we play the game.
What is playtesting?
Comes in many forms, but the most common misconception is that it is only:
"Have people play the game and gather feedback"
It’s so much more.
There are different types of testing methodologies.
All of which should be done in order in which the participants are most -> least familiar with your game.
Why should you do it?
Have you ever gone to a restaurant and the food is just, terrible?
The steak is rubber, the potatoes are raw, and the sauce tastes like it's directly from a can?
Why should you do it?
Your first thought is usually:
This food is terrible! How could someone make this?
Did no one think to taste it??
This is why we playtest.
When should you do it?
Now.
When should you do it?
The moment that you have something playable, put it in front of someone else.
It can be rough, but you’ll find that you will learn a lot!
Playtesting is one of the most important parts of Game Design
By playtesting, we are able to generate feedback
It brings us data to build iterative designs
We want to identify the rough edges of our design, and smooth them over, over and over again.
This is the nature of playtesting. It is designed to find the bumps and grooves of our game and present us with design challenges.
This is done through�Iterative Design
Iterative Design
When we build a game, we put it in front of someone, take all our notes, and then return to the lab to build it further.
It is here that we identify our design challenges - was that level too hard? Was that environment too jarring?
Design Challenges
A Design Challenge is a specifically outlined challenge which dictates to us what we need to accomplish.
If lots of players are getting stuck on a puzzle, one might create a design challenge to try and identify the problem. What we can infer from playtesting? How does it differ?
Iterative Prototypes to solve Design Challenges
Once a potential solution has been decided, the team can rapidly build a prototype.
This should be quick and dirty. Test this prototype with changes and compare notes -
Did the changes solve the design challenges?
What went differently?
Types of Playtesting
Self Testing
We've all done it. It is to test functionality of base features.
You'll do what you want to do to make sure the game works, but you will act only as yourself: the best person in the world at your game.
Internal Playtesting
If you have your internal team perform a playtest you will find that you will simply know how to do everything.
Everyone will be so familiar with the game that they will just play it through and critique their own areas. This is an internal content review, not a playtest.
You’ll usually find new things to fix, but nothing out of place.
As you have new thoughts, start a running notes document. The team will have thousands of things to fix.
Confidant Playtesting
Playtest the game with people you trust. Find them and see if they are interested in giving it a shot.
These people will be less harsh on your game, and will typically support you. It is a good way to see if others can understand your game.
Testing with People You Don't Know
This is the best place to go. You'll discover things you would have never considered in your game.
Having new people play your game is essential.
You’ll get better feedback and stronger notes.
Playtesting your Target Audience
If you're releasing a game with a specific theme, find people familiar with that theme, and test it.
They're going to interact with your game the same way they would interact with other works.
Methods of Playtesting
Run the Playtest
Running the playtest is good for earlier prototypes, but it can be difficult for later ones.
If your game requires you to be there in order for it to work - consider what it might need without you.
Leave the Room
While the player is testing the game, leave the room.
Leave the game, record it, and check back later.
Talk to them afterwards.
Ask Questions After
At the end, ask a series of questions, or have a free-form discussion of what players are liking and disliking about your game.
Consider the Play Matrix while testing
Some Basic Rules-of-Thumb to Remember
Always remember…
You are the Doctor.
They are the Patient.
What they are saying may not be right.
Questions?