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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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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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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 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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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.
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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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