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.
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
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
Community: Forming the Guerrilla Band
Lone Revolutionary
The User-testing Irregulars
09/22/09 Funologists Live & In Person: Guerilla Game Research
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
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
0 comments
Post a comment