playtesting

  • watch people play!
  • can focus on specific mechanics or narratives but need to still situate it in context of the wider game environment/chronology/interface
  • feedback should be used strategically to iterate, to fix problems, to find correct audience etc
  • analyse trends in feedback to adjust game mechanics, interface and content
  • upload mockups as soon as they’re drafted to see how people respond - mock website, images or storyboard
  • It’s difficult to assess three-hours of narrative gameplay with a short demo so focused sessions are useful
  • most important to test around your core game loop and features you’re currently progressing on
  • you know where your design weaknesses are if you see a pattern in users stalling
  • playtesting is a method of interacting with another person through your work
  • extra methods specific to games
    • closed beta for insight into longer play sessions to look at longer-term retention
    • tools you can use for a beta: TestFlight for mobile games, a release channel on Oculus for VR Oculus games. Steam provides the Steam Playtest feature, which allows developers to give access to players via access keys.
    • screenshots on Reddit, or https://www.alphabetagamer.com/, or local community events
  • people don’t know how to engage with interactive art, the problems are the same
  • testing with fresh perspective, cold reactions
  • focused vs general playtest
  • don’t always know what your question is, looking at broader behaviours
  • patterns point you to the insights
  • primary secondary tertiary priorities
  • don’t overinvest in early versions
  • how did it make you feel is actually a really useful q, its about emotion and embodiment