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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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118 G. McAllister <strong>and</strong> G.R. White<br />

team, with Microsoft present<strong>in</strong>g data <strong>in</strong> the form X out of Y participants found this<br />

aspect of the game problematic. Twelve groups of four participants were <strong>in</strong>volved<br />

dur<strong>in</strong>g the course of a week. Recognis<strong>in</strong>g that this is a small sample size, particularly<br />

given the <strong>in</strong>tention to sell the game to millions of consumers, Fitzhugh would like<br />

to <strong>in</strong>volve more people but does reflect on the difficulty of analys<strong>in</strong>g a much greater<br />

volume of data. In particular, he comments that participant selection is critical, so<br />

while the k<strong>in</strong>d of ad hoc test<strong>in</strong>g they have performed with friends <strong>and</strong> families can<br />

be productive, formal test<strong>in</strong>g should be of a much higher st<strong>and</strong>ard.<br />

Some focus test<strong>in</strong>g was also conducted with EyeToy Play Sports. Sessions were<br />

led <strong>and</strong> run by the publisher, Sony, at a location <strong>in</strong> London rather than <strong>in</strong> the developer’s<br />

studio. New<strong>in</strong>g is keen to po<strong>in</strong>t out, as have others <strong>in</strong> our case studies, that<br />

publisher <strong>in</strong>terest <strong>in</strong> this k<strong>in</strong>d of test<strong>in</strong>g is very welcome but currently uncommon.<br />

Furthermore, New<strong>in</strong>g is also aware that focus group test<strong>in</strong>g can be mislead<strong>in</strong>g if<br />

the sample size is too small to draw general conclusions or so wide that the results<br />

suggest the game be reduced to the lowest common denom<strong>in</strong>ator. Chequer is also<br />

anxious about <strong>in</strong>dividual participants controll<strong>in</strong>g focus group discussions by exert<strong>in</strong>g<br />

their <strong>in</strong>fluence on other participants who may have valuable feedback which is<br />

never revealed. This is a concern for all focus group studies, however, we would<br />

argue that good moderation should be able to overcome this challenge <strong>and</strong> draw out<br />

all issues that any of the participants may have.<br />

As with other studios <strong>in</strong> this series of case studies, Zoë Mode po<strong>in</strong>ts out the<br />

problems of present<strong>in</strong>g pre-release games to focus groups. In particular, New<strong>in</strong>g<br />

relates an anecdote about show<strong>in</strong>g an early version of the game to personal friends<br />

<strong>and</strong> family who were simply too distracted by the poor quality of early artwork to<br />

want to play the game.<br />

Zoë Mode’s latest release, Rock Revolution, <strong>in</strong>corporated observational playtest<strong>in</strong>g<br />

as a key part of the development process. Chequer argues that runn<strong>in</strong>g these<br />

studies was essential for Jam Mode, a more free-form music mak<strong>in</strong>g part of the<br />

game. Although the team already had some ideas about aspects that needed to be<br />

changed, observ<strong>in</strong>g real players struggle gave them the impetus to actually make<br />

the changes before release. Indeed, the bulk of revisions came from focus group <strong>and</strong><br />

playtest<strong>in</strong>g, with Chequer mention<strong>in</strong>g two issues <strong>in</strong> particular: help text to expla<strong>in</strong><br />

what on-screen buttons do <strong>and</strong> further encouragement for first-time players to just<br />

get <strong>in</strong> <strong>and</strong> start mak<strong>in</strong>g music. Despite Rock Revolution be<strong>in</strong>g a challeng<strong>in</strong>g project<br />

with some poor reviews, <strong>and</strong> only one iteration for test<strong>in</strong>g, the team were pleased<br />

that a GameSpot preview praised the game’s Studio, <strong>in</strong> which Jam Mode takes place,<br />

say<strong>in</strong>g “The most fun we found is <strong>in</strong> the jam session”.<br />

7.4.2.2 Game Language<br />

Discuss<strong>in</strong>g the value of observ<strong>in</strong>g playtests, New<strong>in</strong>g <strong>and</strong> Chequer reflect on how<br />

easy it is for developers to overlook the simplest of th<strong>in</strong>gs which can impede novice<br />

players from even start<strong>in</strong>g to play. Like the other studios <strong>in</strong> this study, the team are<br />

now aware of the problems associated with us<strong>in</strong>g traditional term<strong>in</strong>ology for games<br />

that are <strong>in</strong>tended to appeal to a broader demographic.

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