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Playtesting and Metrics: Getting the Most out of Your Usability Testing Jordan Lynn Player Experience Researcher, Volition Inc.

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Presentation on theme: "Playtesting and Metrics: Getting the Most out of Your Usability Testing Jordan Lynn Player Experience Researcher, Volition Inc."— Presentation transcript:

1 Playtesting and Metrics: Getting the Most out of Your Usability Testing Jordan Lynn Player Experience Researcher, Volition Inc.

2 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

3 Brief Note on Other Systems ● Ideal System + Integrated datalogging, player feedback, and video recording + Custom user interface + Significantly reduced analysis time

4 Brief Note on Other Systems Ideal System - Requires large investment of time and money up front

5 Clarification of Terms ● Playtesting ● Bringing in new players to experience your game and observe player behavior ● Datalogging ● Using back-end software solutions to measure player and NPC behavior

6 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

7 How Our Playtesting Works Recruit outside players for a week  Participants attempt a natural playthrough  Participants stop to fill out a brief survey occasionally

8 How Our Playtesting Works ● We learn ● What are players doing ● Why players are doing things ● How players feel ● We identify areas of bad frustration

9 Playtest Setup

10 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

11 How Our Datalogging Works Significant Event  Record status variables  Upload information to database Example: Player Death

12 How Our Datalogging Works ● Reliably record ● Who is performing ● What action ● When and Where ● Designer expectations: met or no?

13 How Our Datalogging Works ● Purpose ● During Production ● Inform game design ● Post Release ● Identify successes/failures ● Inform game design for future titles ● Address glitches/bugs with patches

14 How Our Datalogging Works ● Playtesting ● Record 100% ● Post Release ● Record 10%, drop to 1%

15

16 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

17 Benefits of Datalogging ● Identify Combat Imbalance

18 Combat Balance Spot the Difficulty Spike!

19 Combat Balance

20 Benefits of Datalogging ● Identify Combat Imbalance ● Identify Economy Imbalance

21 Economy Balance Most “Respect” comes from weapon purchases?

22 Economy Balance Mystery Solved.

23 Benefits of Datalogging ● Identify Combat Imbalance ● Identify Economy Imbalance ● Identify areas of excessively high failure

24 Mystery Death Spike

25

26 Benefits of Datalogging ● Identify Combat Imbalance ● Identify Economy Imbalance ● Identify areas of excessively high failure ● Identify weapon imbalances

27 Evolution of Weapon Balance Test 1

28 Evolution of Weapon Balance Test 2

29 Evolution of Weapon Balance Test 3

30 Benefits of Datalogging ● Identify Combat Imbalance ● Identify Economy Imbalance ● Identify areas of excessively high failure ● Identify weapon imbalances ● Improve workflow in other departments

31 SR: TT is Big 2.2 Million deaths illustrated

32 QA and Datalogging ● Productivity ● Tracking each team member

33 QA and Datalogging ● Productivity ● Tracking each team member ● Execution ● Check AI behaviors

34 QA and Datalogging ● Productivity ● Tracking each team member ● Execution ● Check AI behaviors ● Planning ● Verify that all features are being tested

35 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

36 Communication with Design ● Instruction-All designers need to know: ● System capabilities ● Exactly what the data means ● How NOT to use the data

37 Communication with Design ● Instruction ● Give designers direct access

38 Communication with Design ● Instruction ● Give designers direct access ● Rapid reporting is key

39 Planning Around Constraints ● Data analysis is time consuming

40 Planning Around Constraints ● Data analysis is time consuming ● Technical concerns of post-release data ● Sampling rate ● Massive amount of incoming data ● Storage capacity ● Analysis time

41 Planning Around Constraints ● Data analysis is time consuming ● Technical concerns of post-release data ● Datalogging works best with a single programmer

42 Planning Around Constraints ● Data analysis is time consuming ● Technical concerns of post-release data ● Datalogging works best with a single programmer ● Verify QA has adequate time to test

43 Relying on Player Feedback ● Test 1 Legend Shape: Playtester Color:Cause of death

44 Relying on Player Feedback ● Test 2 Legend Shape: Playtester Color:Cause of death

45 Relying on Player Feedback ● Test 3 Legend Shape: Playtester Color:Cause of death

46 Relying on Player Feedback ● Test 4 Legend Shape: Playtester Color:Cause of death

47 Relying on Player Feedback ● Post-Release Legend Size/Color: # of deaths

48 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

49 Resolving Ambiguous Feedback ● Example: “This level is too hard.” ● This is not actionable feedback.

50 Resolving Ambiguous Feedback Location 1: Bottleneck Location 2: Elevated Rocket turret

51 Conflicting Feedback

52 Real-Time Survey Modification

53

54

55 Outcome

56 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

57 Validate Data Using Feedback ● Datalogging can’t stand alone ● Example: Death does not equal difficulty in all cases.

58 Data Overload

59 Best Datalogging ROI Across Titles ● Combat Balance ● Player Death ● NPC Death

60 Best Datalogging ROI Across Titles ● Economy Balance ● Resources Collected ● Upgrades Purchased

61 Red Faction: Best Datalogging ROI

62 ● Ammo pickup ● Out of Ammo

63 Red Faction: Best Datalogging ROI ● GPS Request ● Combine with Player feedback to improve level layout and lighting.

64 Saints Row: Best Datalogging ROI

65 ● Mission Attempts ● Activity Attempts ● Failures ● Repeated missions

66 Reporting Data Design Leads Level Designers QA Producers Audio Systems Designers

67 Readable Data ● Name each participant in database ● Date and seat ● Example: Test May 1st, player 1 named 05_01_P1

68 Readable Data ● Name each participant in database ● Translate asset names ● “Infuego” > car_2dr_exoticsports04

69 Readable Data ● Name each participant in database ● Translate asset names ● Visualization software ● We use Tableau

70 Overview ● Intro ● Playtesting ● Datalogging ● Benefits ● Pitfalls ● Successes with Mixed Methods ● Tips & Tricks ● Outro

71 Questions, Suggestions, Lessons Jordan.Lynn@Volition-Inc.com


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