... | @@ -6,13 +6,13 @@ I therefore used the following methodology to playtest my game. |
... | @@ -6,13 +6,13 @@ 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.
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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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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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Playtesters would all have to sign a consent form.
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Playtesters would all have to sign a consent form.
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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 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. While this would admittedly be disappointing, I would ensure I would still observe as many playtesting sessions as I could.
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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 specific questions aimed at learning more about what that playtester thought about the game. The questions are as follows:
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After the playtester had completed a play through of the game, they would fill in a feedback form with specific questions aimed at learning more about what that playtester thought about the game. The questions are as follows:
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... | @@ -71,6 +71,10 @@ Areas for improvement could come from setting a deadline for the playtesting fee |
... | @@ -71,6 +71,10 @@ 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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I would say most of the feedback I received was fairly 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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Testers least favourite part of the game was also varied. Some people found the game to be too difficult and said they couldn't control the car as well as they wanted. Someone else said that there was not enough levels. There was also a mention of the city scenery being too repetitive.
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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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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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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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... | @@ -79,6 +83,26 @@ A few testers found the road too hard to stay on, with one saying it was due to |
... | @@ -79,6 +83,26 @@ A few testers found the road too hard to stay on, with one saying it was due to |
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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 person finding it too hard. This person did however cite an accessibility issue for this.
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The drifting mechanic was also considered easy to use, with only 2 people having difficulties.
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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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Everyone said they found the game fun.
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Various changes were suggested for the game. These ranged from power ups being added, to the inclusion of other hazards to avoid on the roads. Controller support was suggested as well.
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## Design Changes Based on Feedback ##
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Due to the feedback I received, I tried to make some design changes within the game to try and solve the problems people faced.
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Many people complained about the difficulty, with people finding it both too hard and too easy. To fix this, I implemented a difficulty option that occurs in the main menu before the start of the game. There are 3 options, easy, medium and hard.
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| | Easy | Medium | Hard |
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| ------ | ------ | ------ | ------ |
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| Time | 15, 30, 45 |30, 60, 90 |45, 90, 135 |
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| Countdown Time | 4 |3 | 2|
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| Speed Limit | 15, 30, 45 |30, 45, 60 |30, 45, 60 |
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## Next Time ## |
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## Next Time ## |