Activity 6 – Producing a Playtest Plan

Playtest Plan for Game Experts

Session Goals:

  1. Game Function – Does the game function as intended?
  2. Capture the intended experience – Does the game capture the experience of cooperation, exploration and solving puzzle?
  3. Clear Theme and Objective – Does the game capture the cave theme?

Participants:

For each of our three games we acquired five play testers. These players are experts in game background. Consisted of our friends, family and fellow students. All had previous experience with video games.

Approach to Playtesting:

The basic story of the game will be briefly explained. Testers will play the tutorial level game for while talking aloud, expressing any thoughts and feelings about the game. Then testers will spend 5 minutes playing through the first level of the game. During gameplay, we will act as observers, taking notes on the testers playstyles/ approach to the game.

After the time has elapsed, testers will be asked a series of short questions pertaining to the game’s engagement and appropriateness to the intended theme.

Resources:

  • The game presented as a Unity game file on a PC/laptop.
  • Video/ Audio Recording device (iPhone)
  • Google Form Interview question sheet.
  • A note taking device (laptop)

Methods

Session Goals Player Story/Stories Method How to Analyse
What to measure How to test
Goal 1:
Game Function
 Player Story 3 – As Elli, I want to use my adaptations to burn through the spider’s cobwebs, so that the way out of the cave is no longer blocked. Ask testers a series of questions after gameplay regarding the functions. Observe and encourage comments of players emotional response to gameplay. Testers will be asked a series of questions on completion of the play session.

1.     Did the game work? Yes, no? Explain…

2.     How engaging was the play experience? (Scale 1-5)

3.     What can be improved in the game?

Assess the overall success/ failure of the game functions based on the responses of testers. Look for patterns among testers regarding features that were commonly liked/ disliked.

Take note of these suggestions for future iterations of the game.

Goal 2:
Capture the intended experience
Player Story 2 – As Beart, I want to push boulders out of the way, to uncover a new adaptation for Elli. Ask testers a series of questions after gameplay regarding the intended experience.

Observe gameplay to see how players complete game.

Testers will be asked a series of questions on completion of the play session.

1.     How difficult was the game? (scale 1-5)

2.     How do you think of the game features?

3.     Did you enjoy the enemy fighting sections?

4.     Did you enjoy the puzzle solving sections?

Assess the overall success/ failure of the game intended experience based on the responses of testers. Look for patterns among testers regarding features that were commonly liked/ disliked.

Take note of these suggestions for future iterations of the game.

Goal 3:
Clear Theme and Objective
Player Story 1 – As Beart and Elli, we want to use our unique sizes, powers and strength to solve the puzzles of this labyrinth-like cave system. Ask testers about the success/failure of the game to convey the intended theme. Players will be shown the mood board created in a previous workshop and asked:

1.     scaling appropriateness to moodboard (1-5)

2.     What did you like/ dislike about the game?

Assess the overall success/ failure of the game to capture the intended theme based on tester responses to question and mood board stimuli. Were opinions unanimous or varied? Analyse why this might be.

Playtest Plan for target audience (Sam):

Session Goals:

  1. Cooperation
  2. Puzzle Solving
  3. Exploration

Participants:

For each of our three games we acquired at least one play testers. These players are consisted of our friends, family. All had similar experience with video games to Sam.

Approach to Playtesting:

The basic story of the game will be briefly explained. Testers will play the tutorial level game for while talking aloud, expressing any thoughts and feelings about the game. Then testers will spend 5 minutes playing through the first level of the game. During gameplay, we will act as observers, taking notes on the testers playstyles/ approach to the game.

After the time has elapsed, testers will be asked a series of short questions pertaining to the game’s engagement and appropriateness to the intended theme.

Resources:

  • The game presented as a Unity game file on a PC/laptop.
  • Video/ Audio Recording device (iPhone)
  • Google Form Interview question sheet.
  • A note taking device (laptop)

Methods

Session Goals Player Story/Stories Method How to Analyse
What to measure How to test
Goal 1:
Cooperation
 Player Story 3 – As Elli, I want to use my adaptations to burn through the spider’s cobwebs, so that the way out of the cave is no longer blocked. Ask testers a series of questions after gameplay regarding the cooperation features. Observe and encourage comments of players emotional response to gameplay. Testers will be asked a series of questions on completion of the play session.

1.     how much they enjoyed the cooperation mechanic

2.     whether the cooperation mechanic functioned properly

3.     How are the game characters different to each other?

Assess the overall success/ failure of the cooperation features based on the responses of testers. Look for patterns among testers regarding features that were commonly liked/ disliked.

Take note of these suggestions for future iterations of the game.

Goal 2:
Puzzle Solving
Player Story 2 – As Beart, I want to push boulders out of the way, to uncover a new adaptation for Elli. Ask testers a series of questions after gameplay regarding the Puzzle Solving experience.

Observe gameplay to see how players complete game.

Testers will be asked a series of questions on completion of the play session.

1.     Do you enjoy puzzle solving in games?

2.     Were the puzzles difficult/ easy?

3.     How did you go about solving the puzzles?

4.     Which puzzles would you improve (make difficult or easier), and how would you improve them?

Assess the overall success/ failure of the puzzle solving experience based on the responses of testers. Look for patterns among testers regarding features that were commonly liked/ disliked.

Take note of these suggestions for future iterations of the game.

Goal 3:
Exploration
Player Story 1 – As Beart and Elli, we want to use our unique sizes, powers and strength to solve the puzzles of this labyrinth-like cave system. Ask testers about the success/failure of the game Exploration experience. Testers will be asked a series of questions on completion of the play session.

1.     How would you rate the game’s ability to capture the theme of travelling through a cave towards the top?

2.     What did you like/ dislike about the game world?

3.     How did you find the switches/ability?

4.     Was the game fun? Scale (1-5)

Assess the overall success/ failure of the Exploration experience based on the responses of testers. Look for patterns among testers regarding features that were commonly liked/ disliked.

Take note of these suggestions for future iterations of the game.

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