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User/Playtesting
Teun Lucassen
Play = User
Testing types
Focus Groups QA
Usability Playtesting
Not fun!
5 Questions
Why? Who? Where? What? How?
1. Why?
Each playtest starts with a question…
- Do men and women play my game differently?
- Do players understand how to play?
- Do players feel the game is fair?
- Are there any dominant strategies or loopholes?
- Is level 3 too long?
“Is my game fun?” is not enough!
2. Who?
- Developers
- Pro: Right there, no NDA’s
- Con: Too close to the game
- Friends
- Pro: Highly available, input after test
- Con: Don’t want to hurt your feelings, try harder
- Expert Gamers
- Pro: Have played many similar games
- Con: Specific taste for difficult games
- Tissue Testers
- Pro: “Fresh meat”, never seen game before
- Con: Only first-time impressions
Usefulness
Accessibility
3. Where?
1. In your studio
 Pro: Everything is there
 Con: Not comfortable for playtester
2. In a playtesting lab
 Pro: Has everything you need
 Con: Expensive
3. At some public venue
 Pro: Cheap, many testers
 Con: Hard to find the right testers
3. Where?
4. At the playtester’s home
 Pro: Natural habitat
 Con: Limited possibilities
5. On the Internet
 Pro: Lots of people. Many different configurations
 Con: Limited insights, hard to keep your game a secret
4. What?
Things you are looking for (from Why? )
Things you don’t know you are looking for
5. How?
 Should you even be there?
 What do you tell them up front?
 Where do you look?
5. How?
 Will I disturb the player mid-game?
 What data should you collect during play?
 Time spent
 Average score
 Strategies
 What data will I collect after the play session?
 Surveys
 Interviews
In summary
Before each playtest, ask yourself five questions:
1. Why?
2. Who?
3. Where?
4. What?
5. How?
Questions?
Two more things…
So, about the presentation
• 10 minute presentation on Thursday, end of the lecture
• Other staff will be invited for feedback
• Convince them why your idea was a good idea based on:
• The idea itself
• Persona’s
• Feasibility study
• Scenario’s and toptasks
• Prototype
• Businessmodel
• User testing
• Marketing
And so, about your grades
Hand in your ‘portfolio’, consisting of:
• The idea itself
• Persona’s
• Feasibility study
• Scenario’s and toptasks
• Prototype
• Businessmodel
• User testing
• Marketing
(which is basically the result of each lecture)
Deadline: July 7th

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Summerschool p6, user of playtesting

  • 3. Testing types Focus Groups QA Usability Playtesting
  • 5. 5 Questions Why? Who? Where? What? How?
  • 6. 1. Why? Each playtest starts with a question… - Do men and women play my game differently? - Do players understand how to play? - Do players feel the game is fair? - Are there any dominant strategies or loopholes? - Is level 3 too long? “Is my game fun?” is not enough!
  • 7. 2. Who? - Developers - Pro: Right there, no NDA’s - Con: Too close to the game - Friends - Pro: Highly available, input after test - Con: Don’t want to hurt your feelings, try harder - Expert Gamers - Pro: Have played many similar games - Con: Specific taste for difficult games - Tissue Testers - Pro: “Fresh meat”, never seen game before - Con: Only first-time impressions Usefulness Accessibility
  • 8. 3. Where? 1. In your studio  Pro: Everything is there  Con: Not comfortable for playtester 2. In a playtesting lab  Pro: Has everything you need  Con: Expensive 3. At some public venue  Pro: Cheap, many testers  Con: Hard to find the right testers
  • 9. 3. Where? 4. At the playtester’s home  Pro: Natural habitat  Con: Limited possibilities 5. On the Internet  Pro: Lots of people. Many different configurations  Con: Limited insights, hard to keep your game a secret
  • 10. 4. What? Things you are looking for (from Why? ) Things you don’t know you are looking for
  • 11. 5. How?  Should you even be there?  What do you tell them up front?  Where do you look?
  • 12. 5. How?  Will I disturb the player mid-game?  What data should you collect during play?  Time spent  Average score  Strategies  What data will I collect after the play session?  Surveys  Interviews
  • 13. In summary Before each playtest, ask yourself five questions: 1. Why? 2. Who? 3. Where? 4. What? 5. How?
  • 16. So, about the presentation • 10 minute presentation on Thursday, end of the lecture • Other staff will be invited for feedback • Convince them why your idea was a good idea based on: • The idea itself • Persona’s • Feasibility study • Scenario’s and toptasks • Prototype • Businessmodel • User testing • Marketing
  • 17. And so, about your grades Hand in your ‘portfolio’, consisting of: • The idea itself • Persona’s • Feasibility study • Scenario’s and toptasks • Prototype • Businessmodel • User testing • Marketing (which is basically the result of each lecture) Deadline: July 7th

Editor's Notes

  1. The more specific the questions, the more you will get out of it