... | ... | @@ -14,7 +14,7 @@ The method of playtesting on other people I decided would be best for my game wa |
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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 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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2. What was your least favourite part of the game?
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... | ... | @@ -33,23 +33,19 @@ After the playtester had completed a play through of the game, they would fill i |
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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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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.
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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.
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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 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 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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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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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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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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... | ... | @@ -65,7 +61,7 @@ Reflecting on the playtesting sessions themselves, I believe that they went fair |
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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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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 better. This ensured improvements could be made to the game where necessary.
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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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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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... | ... | @@ -79,7 +75,7 @@ Testers least favourite part of the game was also varied. Some people found the |
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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.
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A few testers found the road too hard to stay on, with one saying it was due to their accessibility issues. Most people however found it to be ok, with one saying that while some of it was difficult it was a good challenge for them to overcome.
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