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Playtesting occurred once a working prototype of the game was finished and testable. In this section I will be talking through my methodology for completing the play testing, the procedure I followed for the playtesting, and finally I will reflect on what I have learned from the playtesting as well as talking through what I added to my prototype based on the feedback I received. I will also talk about any future additions that I would have liked to implement in to the game if I had more time.
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# Methodology #
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For the game, the most important aspect is the control of the car and how it fits in with the speed limit mechanic. I wanted to test first and foremost whether the game "felt" good to play. I also wanted to test whether the game was the right level of difficulty, as well as making sure the UI was easy to understand and readable. This meant that the prototyping I would playtest would be Mechanical Prototyping and Kinaesthetic Prototyping.
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I therefore used the following methodology to playtest my game.
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I would make sure that I constantly and continuously tested my game after every major scripting change. This would mean testing each mechanic as it was implemented to ensure it played well with the rest of the game and my vision for the final prototype.
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I would make sure that I constantly and continuously tested my game after every major scripting change.
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While playtesting by myself was an essential part of the playtesting process, I knew that it would not suffice as the only playtesting. I knew I would have to remove the bias from playtesting that came from testing my own design, and the only way I could do that would be to create a working prototype that I could use to test on other people.
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... | ... | @@ -45,7 +43,7 @@ I would throughout development continuously playtest by myself to ensure that th |
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Once a prototype was created and I had play tested it enough myself to ensure it was playable, I compiled two builds of the prototype. One build was a MacOS version of the game, built for testing on my own device, and another build was made for Windows, so I could send it to other people who had a Windows device.
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I began recruiting playtesters for my game. The majority of playtesters were friends and family, as I found it easier to convince people that I had a relationship to to test my prototype as opposed to strangers who I had no relationship to. My final amount of playtesters who completed both the consent form and the feedback form would be ??? TBC ???.
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I began recruiting playtesters for my game. The majority of playtesters were friends and family, as I found it easier to convince people that I had a relationship to to test my prototype as opposed to strangers who I had no relationship to. My final amount of playtesters who completed both the consent form and the feedback form would be 7.
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Once a playtester was recruited, I made them sign the consent form. This consent form detailed that their participation in the testing process would be completely anonymous besides the signature on the consent form, and that if they decided they did not want to participate that there would be no negative consequences for the participant. All playtesting stayed absolute to the terms set in the consent form.
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... | ... | @@ -73,4 +71,14 @@ Areas for improvement could come from setting a deadline for the playtesting fee |
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I would say most of the feedback I received was fairly positive, but areas for improvement were apparent.
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Everyone said they understood the controls in the game, which proved that the control tutorial at the start was working as it was supposed to.
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Very few people felt the difficulty was at a suitable level for them, with only 2 people finding the difficulty to be just right. There was no general consensus from the rest of the playtesters on whether the game was too easy or too difficulty, with it being generally split down the middle on this. This is something I needed to fix.
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A few testers found the road too hard to stay on, with one saying it was due to their accessibility issues. Most people however found it to be ok, with one saying that while some of it was difficult it was a good challenge for them to overcome.
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Most people didn't find the speed limit too hard to stay above, with only one person finding it too hard. This person did however cite an accessibility issue for this.
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## Next Time ## |