... | ... | @@ -41,6 +41,20 @@ I believe this method was the best for playtesting this game, as it gave me a go |
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# Procedure #
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I would throughout development continuously playtest by myself to ensure that the mechanics I were implementing felt good and worked within the scope of the entire game. This meant
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I would throughout development continuously playtest by myself to ensure that the mechanics I were implementing felt good and worked within the scope of the entire game. This meant playtesting constantly throughout each stage of development.
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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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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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After the consent form was signed, I would either let a participant test my game on my device as I observed them, or I would send them a copy of the game for them to play on their own devices. The copy of the game would come with instructions on how to open and play the game.
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If I was observing a participant play my game, I would stay completely silent throughout unless the participant specifically asked for my help. This was to ensure the participant would have the same experience playing the game as a hypothetical user would have if they bought it, keeping the testing process as close to the designed user experience as possible.
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I would take notes on how the participant played the game. I would note down interesting interactions the tester would have with the game, or places where they did not do as I intended. I also noted down any particular verbal feedback that was suitable. All data taken from this was completely anonymous, with no names, dates, or any other personalised data being taken. Most play throughs would only last for about 5-10 minutes.
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Once the playtester had completed their playthrough, they were instructed to fill in the feedback form. They would go through each questions and answer to the best of their ability. This would only take between 10-20 minutes for most participants. This would be the final step for a participant to complete the playtesting.
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# Reflection # |
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