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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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The games 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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The method of playtesting on other people I decided would be best for my game was a hybrid of One-on-One and Feedback forms. This method would entail watching the gameplay of as many participants as I could, to see different peoples approaches to the game and its mechanics and how it differed from what I intended. Observing this would show me areas that needed improvement, as well as areas that worked as intended. It also gave me the unique viewpoint of seeing different ways of playing the game that I may not have thought of.
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The method of playtesting I decided would be best for my game was a hybrid of One-on-One and Feedback forms. This method would entail watching the gameplay of as many participants as I could, to see peoples approaches to the game and how it differed from what I intended. Observing this would show me areas of improvement and areas that worked as intended. It gave me the unique viewpoint of seeing different ways of playing the game.
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After the playtester had completed a play through of the game, they would fill in a feedback form with questions about the game. The questions are as follows:
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After the playtester had completed the game, they would fill in a feedback form about the game. The questions are as follows:
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1. What was your favourite part of the game?
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2. What was your least favourite part of the game?
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... | ... | @@ -61,17 +61,17 @@ Testers least favourite part of the game was also varied. Some people found the |
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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.
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Few people felt the difficulty was at a suitable level for them, with only 2 people finding the difficulty to be right. There was no consensus from the rest of the playtesters on whether the game was too easy or too difficulty, with it being split down the middle on this.
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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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A few testers found the road too hard to stay on, with one saying it was due to their accessibility issues. Most people 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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Most people didn't find the speed limit too hard to stay above, with only one finding it too hard. This person cited an accessibility issue.
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The drifting mechanic was considered easy to use, with only 2 people having difficulties. Someone said that they thought the space bar was what the drift should have been.
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Everyone found both the UI and the text easy to read and understand.
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There were no technical issues experienced by any playtester, with the only problems coming from parts of the gameplay. One tester said that they went through a wall partially, which is a known issue with the game.
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There were no technical issues experienced by any playtester, with the only problems coming from the gameplay. One tester said that they went through a wall partially, which is a known issue with the game.
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Everyone said they found the game fun.
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