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CMPT 106 2/25/2010<br />

CMPT 106<br />

PLAYTESTING<br />

<strong>Outline</strong><br />

What is playtesting<br />

What playtesting is not<br />

Who to test<br />

A playtesting session<br />

2<br />

CMPT 106<br />

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Lecture 1 1


CMPT 106 2/25/2010<br />

Playtesting<br />

Microsoft Games User<br />

Research<br />

over 3000 hours of<br />

playtesting<br />

more than 600 players<br />

3 CMPT 106<br />

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A conversation about playtesting<br />

4<br />

CMPT 106<br />

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Lecture 1 2


CMPT 106 2/25/2010<br />

A conversation about playtesting<br />

<br />

<br />

About your process... I was really<br />

impressed with the way that the<br />

narrative and the game design was<br />

well implemented. I'm wondering<br />

how you came to that.<br />

KS: A lot of it came out of the fact<br />

that we playtested our game every<br />

single week. We were watching<br />

people play the game and seeing<br />

how they reacted to certain<br />

situations, and tried to play up how<br />

they were feeling at the time with<br />

the dialogue and different turning<br />

points in the story. We definitely had<br />

our players and our customers in<br />

mind when we were making the<br />

game.<br />

5 CMPT 106 http://www.gamasutra.com/view/feature/3585/still_alive_kim_swift_and_erik_.php<br />

2/25/2010<br />

A conversation about playtesting<br />

<br />

<br />

What really impressed me specifically<br />

about the story was the way that the<br />

two were really one and the same, kind<br />

of. There was no exposition, really. The<br />

way that you found out about the<br />

world was by things that were there. I<br />

was wondering if that was designdriven<br />

or writer-driven, or was it a<br />

combination of the two<br />

EW: The combination of the two. It goes<br />

back to the playtesting again. The<br />

playtesting helps test the gameplay, but<br />

at the end of the playtest, we'd also ask<br />

people to tell us the story back. "Tell us<br />

everything that you remember about the<br />

story."<br />

If enough people weren't picking up on<br />

things, generally speaking, it was an<br />

indication to us that they just didn't care<br />

about it, which meant we should<br />

probably either cut it or in some cases<br />

where we didn't really want to let it go...<br />

KS: Make it better.<br />

6 CMPT 106<br />

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Lecture 1 3


CMPT 106 2/25/2010<br />

A conversation about playtesting<br />

<br />

<br />

I've been telling people that I feel like<br />

Portal is one of the more sophisticated<br />

narrative-driven games, even though<br />

it's hard to call it that, really, because<br />

it's just actually well-realized.<br />

KS: It definitely has a lot to do with<br />

process and the fact that we sat down to<br />

watch people play our game. It's really<br />

incredible, how much information you can<br />

get just from watching someone play your<br />

game that hasn't played it before.<br />

Seeing what they think about the game<br />

and watching the expressions on their<br />

face, you can tell if they're happy with<br />

what they're feeling, or if they're bored<br />

or if they're sad. We were always very<br />

deliberately watching our players to see<br />

how we could make the experience better<br />

for them.<br />

7 CMPT 106<br />

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Playtesting – What is it<br />

Playtesting is the single most important activity that<br />

a designer engages in<br />

BUT the one that designers understand the least<br />

Performed through the entire design process<br />

• Is the game functioning the way that you intended<br />

• Is the game internally complete<br />

• Is the game balanced and fun to play<br />

8<br />

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Lecture 1 4


CMPT 106 2/25/2010<br />

What playtesting is not<br />

Just play it and gather feedback<br />

Playing is just part of the process<br />

When the designer and team talk about the feautres<br />

Internal design review<br />

Rigorously test each part of the software<br />

Quality assurance<br />

Marketing watches users through one-way glass<br />

Focus group testing<br />

Analyze how users interact with the interface<br />

Usability testing<br />

9<br />

CMPT 106<br />

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Iterative Design<br />

You can‟t change game<br />

design right before<br />

shipping!<br />

Continuous process of<br />

playtesting, evaluating,<br />

and revising<br />

Testing cycle gets tighter<br />

close to ship dates<br />

Should we wait for beta<br />

Absolutely NOT<br />

Too late to make changes<br />

Stuck with a dud<br />

10 CMPT 106<br />

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Lecture 1 5


CMPT 106 2/25/2010<br />

Who to test<br />

Self-testing<br />

When you are building a<br />

working version of your game<br />

Work with your team both as<br />

a group and as individuals<br />

Valuable in the foundation<br />

stage (experimenting with<br />

fundamental concepts)<br />

Goal: to make the game work<br />

by solving glaring problems<br />

As game development<br />

progresses, continue to test<br />

yourself, but rely more on<br />

outside testers<br />

<br />

11 CMPT 106<br />

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Who to test<br />

Confidants<br />

People you know well like<br />

friends and family<br />

They bring fresh eyes and<br />

uncover different things<br />

Might need to explain things<br />

because the prototype may be<br />

incomplete<br />

Goal: get a version that can be<br />

played without much intervention<br />

Good for getting some<br />

feedback, but need to move<br />

away from friends as game<br />

matures<br />

• They are too harsh or too<br />

forgiving<br />

<br />

12 CMPT 106<br />

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Lecture 1 6


CMPT 106 2/25/2010<br />

Who to test<br />

Strangers<br />

Hard to take criticism<br />

from people you have<br />

just met<br />

You will gain fresh<br />

perspective and insight<br />

Objective opinions<br />

untainted by<br />

knowledge of the<br />

game or personal ties<br />

13 CMPT 106<br />

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Who to test<br />

Target audience<br />

Want testers who<br />

represent who will spend<br />

money on your game<br />

Get more relevant<br />

feedback<br />

Compare your game to<br />

others they have played<br />

(market research)<br />

Know what they like and<br />

dislike and will be able<br />

to articulate<br />

But don‟t be too narrow!<br />

14 CMPT 106<br />

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Lecture 1 7


CMPT 106 2/25/2010<br />

Who to test<br />

15<br />

CMPT 106<br />

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Who to test<br />

16<br />

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Lecture 1 8


CMPT 106 2/25/2010<br />

Conducting a playtesting session<br />

<br />

<br />

<br />

Do not start by:<br />

Telling players about the game, how it works, plans for future development, your<br />

hopes and dreams<br />

Defeats the purpose of a fresh perspective!<br />

• You can never go back and get their natural first impression<br />

Also, you do not come in the box!<br />

Change your role:<br />

You are no longer designer, but investigator and objective observer<br />

Lead the player, record their actions, analyze their responses<br />

Don‟t interfere<br />

Give minimal explanation<br />

You must allow them to make mistakes!<br />

See how they approach the game<br />

If they get stuck, let them figure it out – you will learn from their mistakes<br />

If you can, have an objective person run the test while you observe<br />

Make a test script to keep you on track<br />

17<br />

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The golden rule<br />

TREAT YOUR PLAYTESTERS WITH RESPECT<br />

18<br />

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CMPT 106 2/25/2010<br />

Playtest process<br />

1. Introduction (2-3 minutes)<br />

Yourself and the process<br />

You are not testing them, but are testing the game<br />

Audio and video, logging<br />

2. Warm-up discussion (5 minutes)<br />

<br />

<br />

Relax the player<br />

Find out about the tester<br />

• Tell me about some of the games you play<br />

• What do you like most about these games<br />

• What was the last game you purchased<br />

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Playtest process<br />

3. Play session (15-20 minutes)<br />

<br />

<br />

<br />

Remind them that difficulties they have will improve<br />

the game<br />

Observe their play from a distance<br />

Think-aloud<br />

• What choices are they making<br />

• What uncertainties they have when playing<br />

• Running monologue of the player‟s thoughts<br />

20<br />

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CMPT 106 2/25/2010<br />

Playtest process<br />

4. Discussion of game experience (15-20 minutes)<br />

Have one-on-one discussion with playtesters<br />

Develop a set of questions<br />

• Open-ended questions are more valuable at this stage<br />

• E.g., Overall what are your thoughts about the game<br />

• Were you able to learn how to play quickly<br />

• What is the objective of the game<br />

• Is there any information that would have been useful to you before<br />

starting<br />

• Is there anything that you don‟t like about the game<br />

• Was anything confusing Please take me through what you found<br />

confusing.<br />

• More specific questions later in the design process<br />

5. Wrap-up<br />

Thank them!<br />

21<br />

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The golden rule<br />

TREAT YOUR PLAYTESTERS WITH RESPECT<br />

22<br />

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Lecture 1 11


CMPT 106 2/25/2010<br />

Observation methods<br />

Three common approaches<br />

Simple observation<br />

Think-aloud<br />

Co-discovery learning<br />

23<br />

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Simple Observation<br />

Player is give a task (or not), and evaluator just<br />

watches the user<br />

Problem: no insight into the player’s decision process or attitude<br />

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CMPT 106 2/25/2010<br />

Think-aloud Protocol<br />

Players are asked to say<br />

what they are<br />

thinking/doing:<br />

What they believe is<br />

happening<br />

What they are trying to<br />

do<br />

Why they took an action<br />

Gives insight into what<br />

the player is thinking<br />

25 CMPT 106<br />

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Think-aloud Protocol<br />

Problems:<br />

Awkward/uncomfortable for<br />

subject (thinking aloud is not<br />

normal!)<br />

“Thinking” about it may alter<br />

the way people perform their<br />

task<br />

Hard to talk when they are<br />

concentrating on problem<br />

Interferes with game play<br />

Still is the most widely used<br />

method in general industry<br />

26 CMPT 106<br />

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Lecture 1 13


CMPT 106 2/25/2010<br />

Other Problems with Think-aloud<br />

27<br />

CMPT 106<br />

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Retrospective Think-aloud<br />

Problems with Think-aloud:<br />

Awkward/uncomfortable for<br />

player (thinking aloud is not<br />

normal!)<br />

“Thinking” about it may alter<br />

the way people perform their<br />

task<br />

Hard to talk when they are<br />

concentrating on problem<br />

Interferes with game play<br />

Solution: Videotape the<br />

experience and perform a<br />

retrospective think-aloud<br />

Has its own problems<br />

Awkwardness of watching<br />

themselves on video<br />

Awkwardness of reliving<br />

mistakes<br />

Reflection of the experience<br />

rather than in context<br />

More about „what<br />

happened‟ than how they<br />

felt about it<br />

28 CMPT 106<br />

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CMPT 106 2/25/2010<br />

Co-discovery Learning<br />

Two people play<br />

together<br />

Normal conversation<br />

between the two<br />

players is monitored<br />

Removes awkwardness<br />

of think-aloud, more<br />

natural<br />

Provides insights into<br />

thinking process of<br />

both players<br />

29 CMPT 106<br />

2/25/2010<br />

Recording Observations<br />

Paper and pencil<br />

primitive but cheap<br />

evaluators record events, interpretations, and extraneous<br />

observations<br />

evaluator seems disengaged<br />

problem: writing is slow<br />

• prepared coding schemes can help; just tick off events<br />

Audio recording<br />

capture discussion (think aloud, co-discovery)<br />

hard to synchronize streams (e.g., interface actions)<br />

• (expensive) tools exist to help<br />

transcription is slow and difficult!<br />

• tools exist to help<br />

30<br />

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Lecture 1 15


CMPT 106 2/25/2010<br />

Recording Observations<br />

Video recording<br />

can see what a user is doing<br />

(good to use one camera/scan converter for screen +<br />

one for subject)<br />

can be intrusive (at least initially)<br />

analysis can be challenging<br />

• annotation is so time consuming and very very boring<br />

Companies often build “usability labs” with one-way<br />

mirrors, video cams, etc.<br />

31<br />

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A conversation about playtesting<br />

32<br />

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CMPT 106 2/25/2010<br />

Sidhe Griffths – Wii SpeedRacer<br />

http://www.gamasutra.com/view/feature/3894/practical_game_playtesting_a_.php<br />

<br />

<br />

“The first time players get their hands on<br />

the game always results in problems --<br />

and when it comes time to write up the<br />

report, I realize with each soul-destroying<br />

point that it's my job to then present this<br />

information to the developers.<br />

However, the light at the end of the tunnel<br />

is that we can find and tackle these<br />

problems while the game is still in our<br />

hands. Once it has been released, it is<br />

too late, which is far from a good thing.”<br />

One of the ways we were able to create<br />

such a solid game was through<br />

playtesting on those players who would<br />

be playing the game (in this case the<br />

target demographic was 9 - 14 year<br />

olds). Once they were in, every aspect of<br />

the session was recorded; from the<br />

gameplay to the player's expressions and<br />

the way they use the input device. While<br />

it may seem overkill, everything can<br />

potentially be used to fine-tune a game.<br />

33 CMPT 106<br />

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Sidhe Griffths – Wii SpeedRacer<br />

http://www.gamasutra.com/view/feature/3894/practical_game_playtesting_a_.php<br />

<br />

Using the Wiimote for a driving game was<br />

something we thought would instantly be<br />

intuitive. While the game supported the Mario<br />

Kart wheel add-on, it could also be played<br />

without it. What we didn't foresee was the way<br />

people would take it upon themselves to use the<br />

device.<br />

The player was given a small animation<br />

showing how to hold the Wiimote, and we<br />

assumed that it was straightforward enough.<br />

However, what happened was that the majority<br />

of players perceived the animation as if it were<br />

from the top-down, and so would control the<br />

car as if they were using the steering wheel of<br />

a pickup truck.<br />

Therefore, for the loading screen we put in a<br />

simple black and white image of a television<br />

screen, with the Wiimote in front of it. It was<br />

hoped that this image would act like a frame of<br />

reference for holding the Wiimote. And it<br />

worked! The next time we ran a playtesting<br />

session the players picked up the Wiimote and<br />

were able to instantly drive.<br />

34 CMPT 106<br />

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Lecture 1 17


CMPT 106 2/25/2010<br />

Sidhe Griffths – Wii SpeedRacer<br />

http://www.gamasutra.com/view/feature/3894/practical_game_playtesting_a_.php<br />

<br />

The solutions we found for the above issues<br />

were also adapted and used in one way or<br />

another for many of the others found within the<br />

game, and by spending time playtesting, which<br />

did not tax the development process, as<br />

sessions can be run concurrently with<br />

development itself, we removed a huge number<br />

of issues that would otherwise have potentially<br />

remained within the game after it had shipped.<br />

You need to ask what would have happened if<br />

that had been the case. It is certain that not<br />

only would the reviews have been a lot lower,<br />

but the word of mouth between the players<br />

themselves would have been extremely<br />

negative too.<br />

The final part of playtesting is to verify that the<br />

changes you have made actually work. This is a<br />

relatively easy matter and can be carried out<br />

when running other sessions. Observing if issues<br />

come up or not will quickly determine whether<br />

the problems have been solved.<br />

35 CMPT 106<br />

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Write a playtesting script<br />

Helps you ignore your ego<br />

Learn to take criticism<br />

without emotion<br />

Do not answer criticisms,<br />

just write them down<br />

Your goal is not to get<br />

validation, but to make<br />

your game better<br />

Players want to please<br />

you and will respond<br />

according to your attitude<br />

Discourage snark<br />

36 CMPT 106<br />

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Lecture 1 18


CMPT 106 2/25/2010<br />

Methods of playtesting<br />

Groups dynamics can be good for generating ideas<br />

and sometimes bad for evaluating ideas<br />

One-on-one testing: Sit down with individuals and<br />

observe<br />

Group testing: Get a group together to play your game<br />

Feedback forms: Give the testers a standard list of<br />

questions to answer (can feed into database)<br />

Interview: Sit down face-to-face with testers<br />

Open discussion: Conduct a one-on-one discussion or<br />

group discussion<br />

Data Hooks: Log events in the game itself<br />

37<br />

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Styles of Questions: Open-ended<br />

Open-ended questions ask for opinions<br />

Good for general subjective information<br />

but, difficult to analyze rigorously<br />

E.g., “Can you suggest any improvements to the inventory<br />

interface”<br />

38<br />

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CMPT 106 2/25/2010<br />

Styles of Questions: Closed<br />

Restricts responses by supplying the choices for answers<br />

Can be easily analyzed …<br />

But, questions must be well designed!<br />

Did you access the journal:<br />

O never O 1-3 times O 4-5 times O more than 5 times<br />

How many hours a day do you spend playing computer games<br />

O over 4 hrs a day<br />

O between 2 and 4 hrs daily<br />

O between 1 and 2 hrs daily<br />

O less than 1 hr a day<br />

39<br />

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Styles of Questions: Likert Scale<br />

Measure opinions, attitudes, and beliefs<br />

Asks user to judge a statement on a numeric scale<br />

Scale usually corresponds to agreement or<br />

disagreement with a statement<br />

The text on the computer screen was hard to read:<br />

strongly agree<br />

strongly disagree<br />

1 2 3 4 5<br />

40<br />

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CMPT 106 2/25/2010<br />

Styles of Questions: Semantic Anchors<br />

Opposing attitudes anchor the response<br />

The fighting minigame is:<br />

fun 1 2 3 4 5 boring<br />

easy 1 2 3 4 5 hard<br />

41<br />

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Styles of Questions: Multi-Choice<br />

respondent offered a choice of explicit responses<br />

How do you most often get help with games (tick one)<br />

O on-line manual<br />

O paper manual<br />

O ask a friend<br />

Which types of games do you enjoy (tick all that apply)<br />

O action/adventure<br />

O RPG<br />

O sports<br />

O puzzle<br />

42<br />

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CMPT 106 2/25/2010<br />

Styles of Questions:<br />

Combining Open-ended & Closed Questions<br />

gets specific response, but allows room for user‟s opinion<br />

The boss battle was difficult:<br />

disagree agree comment<br />

1 2 3 4 5<br />

I couldn’t get the rocket launcher working!<br />

43<br />

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The Play Matrix<br />

To help playtesters and<br />

players give context to their<br />

discussions<br />

Horizontal – Skill to chance<br />

Vertical – Metal to Physical<br />

Core aspects of game<br />

experiences<br />

Chess<br />

Blackjack<br />

Guitar Hero<br />

Tetris<br />

Whack-a-mole<br />

Halo<br />

Civilization<br />

44 CMPT 106<br />

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CMPT 106 2/25/2010<br />

The Play Matrix<br />

Good for stimulating<br />

discussion and analyzing<br />

gameplay<br />

Get your playtesters to<br />

think about the game and<br />

verbalize their feelings<br />

Pattern in the play matrix<br />

Use the play matrix to<br />

plot five of your favorite<br />

games<br />

What pattern do you see<br />

What does this tell you<br />

45 CMPT 106<br />

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The Play Matrix<br />

<br />

Ask your testers to plot your<br />

game<br />

Is the outcome determined by skill<br />

or chance<br />

More by mental skill or physical<br />

dexterity<br />

Would they move the game one<br />

way<br />

• Note that different audiences will<br />

feel differently<br />

You can change aspects of your<br />

game (e.g., move a variable<br />

determined by chance to one<br />

determined by player choice<br />

• E.g., Remove dice and add cards<br />

that they can play<br />

46 CMPT 106<br />

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Lecture 1 23


CMPT 106 2/25/2010<br />

Observations and Playtester comments<br />

Basic techniques (see Figure 9.10 in text)<br />

Do not lead<br />

• If players ask a question, give it back to them<br />

• If they reach an impasse, you have found a problem<br />

Remind them to think out loud if possible<br />

• Commentaries provide a window into players‟ expectations<br />

and choices<br />

Quantitative data<br />

• Don‟t just take notes, use forms to gather numbers<br />

47<br />

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Test control situations<br />

Test specific aspects of the game<br />

The end of the game<br />

A random event that rarely takes place<br />

A special situation within the game<br />

A particular level of a game<br />

New features<br />

48<br />

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CMPT 106 2/25/2010<br />

Resources<br />

Valve's Faliszek: Playtesters Aren't Idiots, It's You<br />

http://gamasutra.com/php-bin/news_index.phpstory=19523<br />

Best Of GDC: The Secrets Of Portal's Huge Success<br />

http://gamasutra.com/php-bin/news_index.phpstory=17625<br />

GDMag Q&A: How Halo 3 Got Legendary<br />

http://www.gamasutra.com/phpbin/news_index.phpstory=17636<br />

Future Play 2007: Indie Dev Frozen North On Pushing The<br />

Prototype<br />

http://www.gamasutra.com/phpbin/news_index.phpstory=16269<br />

49<br />

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