Studio Work

Week 8 Activity 6 – Studio Notes

Playtesting Plan and Questionnaire

Playtesting Plan

This table contains the part of the playtesting plan that talks about how the playtests will be approached, including goals and data collection. The entire plan also contains a section about participant details. This was not included in this post since it is completely dependent on the individual volunteers that each studio member uses and cannot be fully determined ahead of time.

Overall approach, including resources required Session Goals Method How to Analyse
What to measure How to test
Volunteers will be presented with the (hopefully) completed prototype where they will be asked to begin testing it. No prior information will be given to them about any aspect of the game. They will be given five run throughs of the game. It is important that they are encouraged to verbalise their thinking, as well as take the questionnaire at the end so that their full experience is recorded.

Resources include the game on a device capable of playing it, a laptop or recording device for note taking (or a pen and paper if preferred) and the questionnaire.

Goal 1:

The level of engagement that the player experiences in regard to speed.

The strength and type of the players’ reactions and the feedback that they give both during and after the playtest. Observe the reactions and responses of the player while they are playing the game and analyse the results from the questionnaire (see section one of the questionnaire). Review the notes from the playtesting and the responses that players gave on the questionnaire.

Looking for patterns within that data and determining problematic areas.

Goal 2:

How well the game portrays the ethereal ambience.

The emotions of the players’ reactions and the feedback that they give both during and after the playtest. Observe the reactions and responses of the player while they are playing the game and analyse the results from the questionnaire (see section two of the questionnaire). Review the notes from the playtesting and the responses that players gave on the questionnaire.

Looking for patterns within that data and determining problematic areas.

Goal 3:

Determine that all of the mechanics work how they are supposed to.

If any bugs or glitches show up during the playtesting. Also if the player finds a mechanic that they interpret to be a bug. Observe the reactions and responses of the player while they are playing the game and analyse the results from the questionnaire (see section three of the questionnaire).

Also heavily observe the game itself while it is put under the pressure of a playtest.

Review the notes from the playtesting and the responses that players gave on the questionnaire.

Looking for patterns within that data and determining problematic areas.

 

Questionnaire

A questionnaire was given to each of the players after they completed their playtesting. It is intentionally short as to not overwhelm the player and focuses on the three different playtesting goals.

 

Goal 1: The level of engagement that the player experiences in regard to speed.

How did you feel about the pace of the game?

Did you feel too rushed during the level?

Were you ever bored by the speed of the game?

How did you feel about the difficulty?

 

Goal 2: How well the game portrays the ethereal ambience.

What sort of ambience did the game have?

What emotions did you feel?

Did you find the game ethereal?

 

Goal 3: Determine that all of the mechanics work how they are supposed to.

What mechanics work and/or don’t work?

Why?

What could you add?

Did you see anything you thought may have been a glitch?

 

 

 

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