Guerrilla Band: The role of Serendipity and Community in Games User-testing

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    Notes on slide 1

    Moving from 5 on 1 (usability lab) to 5 on 17 (playtest lab)

    Firing reports over the wall (too late; too impersonal; no accounting for what “game experts” are thinking about) vs. Getting them into the lab to experience for themselves.

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    Guerrilla Band: The role of Serendipity and Community in Games User-testing - Presentation Transcript

      • Jason Schklar
      • Founder, Initial Experience Consulting
      • Game & User Experience Consultant
      Guerrilla Band: The role of Serendipity and Community in Games User-testing 09/22/09 Funologists Live & In Person: Guerilla Game Research
      • User-testing, producering, editing, design directing...
      What kinds of “funology” work do I do? 09/22/09 Funologists Live & In Person: Guerilla Game Research
      • Ensure the core mechanic is usable, playable and fun. Then work backwards to create an approachable and enjoyable first 5, 15, 60 minutes and beyond.
      My specific focus is: Initial Experience 09/22/09 Funologists Live & In Person: Guerilla Game Research
      • The goal: Make flight combat fun for Action Adventure gamers.
      Big Budget, Big Team, Big Expectations... 09/22/09 Funologists Live & In Person: Guerilla Game Research
      • When we actually put Action Adventure gamers in the cockpit, they had very different ideas about how planes are meant to be flown.
      And, not surprisingly, Big Problems... 09/22/09 Funologists Live & In Person: Guerilla Game Research
      • State of the art equipment, expensive studies, and lots of boring reports...
      • Reports that fell on deaf ears.
      So, of course we tried Big Solutions 09/22/09 Funologists Live & In Person: Guerilla Game Research
    1. Serendipity: Hard Work + Luck
      • Players crashed constantly.
      • Players were unable to aim effectively.
      • Why? The game expected subtlety. Action Adventure gamers are not subtle.
      • The usual boring report findings
      • The sound of one stick tapping...
      09/22/09 Funologists Live & In Person: Guerilla Game Research
      • Notice the headsets...
      • "The guerrilla band is ... the fighting vanguard of the people. It draws its great force from the mass of the people themselves. "
      Ché on Guerrilla Bands 09/22/09 Funologists Live & In Person: Guerilla Game Research
    2. Community: Forming the Guerrilla Band
      • Lone Revolutionary
      • The User-testing Irregulars
      09/22/09 Funologists Live & In Person: Guerilla Game Research
    3. What this “Guerrilla Band” did...
      • Core Flight Mechanics: RITE Usability
      • Initial Experience: Collaborative Design
      • Balance & Polish Content: Daily Strike Team Review
      • Metacritic: 88%
      • AIAS Action Adventure GotY (2003)
      • ~1M lifetime sales
      • Commando “strike” teams
      • Results
      09/22/09 Funologists Live & In Person: Guerilla Game Research
    4. Recap: What is funology?
      • Someone who keeps game developers from covering their eyes when the freight train of player experience collides with the soft, fluffy tailed bunny of design vision and implementation.
      • Convey useful observations in a way that encourages additional iteration.
      • Involve the team in communal user-testing.
      • Take advantage of the occasional lucky break.
      • Talkin’ about my definition...
      • What successful funologists do:
      09/22/09 Funologists Live & In Person: Guerilla Game Research
    SlideShare Zeitgeist 2009

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    A talk I gave at SXSW about how game user-testing c more

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