... | ... | @@ -35,7 +35,7 @@ I felt that these questions would be appropriate for getting useful feedback on |
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Some of the questions would tell me about specific things to do with the game, such as what the most and least interesting parts of the game were (Q1 and Q2) or if there were any bugs that I missed in development (Q12). All the questions would serve a purpose in providing a greater picture on the quality of the game and where it needed to be improved.
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I believe this method was the best for playtesting this game, as it gave me a good amount of data that I could analyse to figure out what parts of the game worked and what parts did not. Observing playtesting sessions gave me information on how users would generally play the game, and give me an insight into where things should change to bring it closer to how I intended the game to be played. The feedback form let me know about how the users actually felt about the game, giving me an understanding of whether they enjoyed it, if they struggled with the game, and what they felt was good and what they felt needed work.
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I believe this method was the best for playtesting this game, as it gave me a good amount of data that I could analyse to figure out what parts of the game worked and what parts did not.
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# Procedure #
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... | ... | @@ -45,17 +45,17 @@ Once a prototype was created and I had play tested it enough myself to ensure it |
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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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Once a playtester was recruited, I made them sign 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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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.
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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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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. 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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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 be the final step for a participant to complete the playtesting.
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# Reflection #
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... | ... | @@ -121,5 +121,16 @@ I changed the construction lights to barriers with the word DEAD END in red text |
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## Next Time ##
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## Next Steps ##
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A list of next steps that I would like to take are:
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- Add additional levels
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- Add controller support
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- Add remapping of controls for accessibility
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- Create my own assets that fit more in with the world design that I was aiming for
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- Add power ups
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- Create a multiplayer component of the game
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- Add additional obstacles and hazards on the road
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- Improve UI elements
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- Have an options menu with appropriate settings |
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\ No newline at end of file |