Lecture 5 CS171: Game Design Studio 1I UC Santa Cruz School of Engineering 18 Feb 2010.

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Lecture 5 CS171: Game Design Studio 1I UC Santa Cruz School of Engineering 18 Feb 2010

UC SANTA CRUZ Playtesting  Playtesting is the only way to determine if your game is  Internally complete  Balanced  Fun to play  Playtesting should be performed early in the process  With physical prototypes  With computational prototypes  With the actual game, in all stages of development  At early stages of design, it is ok to test with yourself and with confidents (friends), but as design progress, you must test with outsiders (people you don’t know)

UC SANTA CRUZ Recruiting playtesters  Ask friends of friends  Prepare an to send to the undergrad game list  Find people in your target audience  People who spend money on games like yours  If you have enough people interested, you can actually screen applicants  Short survey about kinds of games they play  Hobbies  Quick conversation to see how articulate they seem (if they can’t communicate with you, they won’t be much use)  Diversity is good – sample the entire range of your target market  For many playtest situations, you can re-use playtesters, so establish a good relationship  Easy trick: provide snacks at playtest sessions

UC SANTA CRUZ Playtesting session  Change your mindset – you are no longer the proud designer, you’re an investigator who’s job is to learn what needs to be fixed with the game  Playtesting with individuals is best, but you can do it with groups  Don’t over-explain your game – let them learn by playing  Your game should stand on it’s own  Let players make mistakes – you’ll learn more if you speak less  A playtesting script can help you to stay a researcher, rather than a sensitive designer

UC SANTA CRUZ Playtesting script  Welcome the playtesters  Remind the playtesters that you are testing the game, not their skill. Any difficulties in playing the game will help you to improve the game  Ask them to talk outloud  When they are finished playing, interview them  Thank them

UC SANTA CRUZ Methods of playtesting  One-on-One Testing – You sit down with each tester and look over their shoulder  Group Testing – Have a group play your game and you ask them questions  Feedback Forms – Give each tester a standard list of questions  Interviews – You sit down with each tester and give them an in-depth oral interview  Open Discussion – You conduct a discussion group after testers have played the game. You take notes

UC SANTA CRUZ The play matrix  The play matrix can be a useful discussion tool during the post-experience interview

UC SANTA CRUZ Using the play matrix  You can ask players 3 questions to get discussion started  Is the outcome of the game determined more by chance or skill?  Is the outcome determined more by mental skill or physical dexterity?  If you could move the game more towards one quadrant or the other, which would you prefer?  Players may be able to verbalize dissatisfaction with your game more effectively by placing games they do enjoy in other quadrants

UC SANTA CRUZ Note taking  Fullerton’s chapter has a good generic form for note taking

UC SANTA CRUZ Gathering data  In addition to notes you take during the talk aloud protocol and interview, you can generate quantitative data if this is useful for you  Post-experience feedback forms can show trends via marking things on 4 point scales, etc.  You can also generate log files during play sessions  Some example statistics you might want to keep  Win rates by weapon (balance)  Length of time to complete objectives  Let’s brainstorm some others specific to your games

UC SANTA CRUZ Test control situations  You’ll want to include support for creating specific situations for testing that are hard to achieve playing the game from the beginning  End of game  A random event that rarely takes place  A special situation within a game  A particular level of a game  Playing under resource constraints or with huge resources  New features you’ve just added  This is one of the reasons cheat codes exist in game – they are put in during development for controlled testing, and left in afterwards

UC SANTA CRUZ Why you must playtest