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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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I knew that it would be impossible to observe all of my playtesters play the game due to distance and technological constraints.
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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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1. What was your favourite part of the game?
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13. Did you find the game fun?
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14. If you could change one thing about the game, what would it be?
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I felt that these questions would be appropriate for getting useful feedback on the game, its mechanics, and the feel of the game. I also wanted to make sure that the UI was easy to understand so I asked if it was in the questions.
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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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I felt that these questions would be appropriate for getting useful feedback on the game, its mechanics, and the feel of the game. I also wanted to make sure that the UI was easy to understand.
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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 playtesting constantly throughout each stage of development until I had a prototype that I was happy to test on others.
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I would throughout development continuously playtest by myself to ensure that the mechanics I were implementing felt good so that I had a prototype that I was happy to test on others.
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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 with to test my prototype. My final amount of playtesters who completed both the consent form and the feedback form would be 7.
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I began recruiting playtesters, the majority of whom were friends and family, as I found it easier to convince people that I had a relationship with to test my prototype. 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.
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After the consent form was signed, a participant would either 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.
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A participant would then either 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.
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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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When observing a participant play, I stayed silent unless the participant asked for my help. This ensured the participant would have the same experience playing the game as a user would have if they bought it. I would note down interesting interactions, places where they did not do as I intended, verbal feedback that was suitable. All data taken from this was completely anonymous. Playthroughs 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 be the final step for a participant to complete the playtesting.
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... | ... | @@ -49,17 +43,17 @@ Once the playtester had completed their playthrough, they were instructed to fil |
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## Playtesting Sessions ##
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Reflecting on the playtesting sessions themselves, I believe that they went fairly well. There were no technical problems that I was made aware of, and everyone was seemingly able to launch and play the game without issue.
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Reflecting on the playtesting sessions, I believe that they went well. There were no technical problems, and everyone was able to launch and play the game.
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When I was able to observe the game, I ensured that I stayed silent unless I was specifically asked for help. This would only happen once, so I believe I was able to remain as invisible as I could during the observation.
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When I observed the game, I stayed silent unless I was asked for help. This would only happen once, so I was able to remain as invisible as possible during the observation.
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I believe the feedback forms were suitable for what I needed to know about the game. The answers I was given were informative and allowed me to understand how people played the game and what needed to change.
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The feedback forms were suitable for what I needed to know about the game. The answers I were given were informative and allowed me to understand how people played the game and what needed to change.
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Areas for improvement could come from setting a deadline for the playtesting feedback form to be sent by, as I received some of the feedback forms much later than I would have liked which meant some feedback would not be able to be put back into the design of the game. While I still had enough to know the areas I needed to improve, I could have handled the situation better and ensured that the feedback would come in in a suitable time.
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Areas for improvement could come from setting a deadline for the playtesting feedback form to be sent by, as I received some of the feedback forms too late to put back into the design of the game. While I had enough to know the areas I needed to improve, I could have handled the situation better.
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## Feedback ##
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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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I would say most of the feedback I received was positive, but areas for improvement were apparent.
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Testers favourite part of the game was varied; a few found the car to be fun to drive, while others thought the main speed limit mechanic was their favourite aspect.
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