 |
|
 |

| |
Valve's Faliszek: Playtesters Aren't Idiots, It's You
by Chris Remo
|
|
| |
|
August 7, 2008
|
| |
Valve is known for its uncommon dedication to extensive playtesting -- Portal designer Kim Swift has said she was surprised at the rigor of that practice, which began in the very first week of Portal's production.
During a recent Gamasutra interview, Valve's writer on Left 4 Dead Chet Faliszek addressed the reasoning behind extensive, early playtesting -- and stressed the importance of heeding the feedback that those sessions create.
The Stages Of Playtesting Acceptance
"When you first encounter using outside playtesters, you go through these stages," Faliszek explained. "They're stages of denial. The first time you go, you see the guy not looking at what you want him to look at, and he's not going to the right place. You're like, 'You're an idiot. We got idiots for playtesters. Who is this, somebody's friend? Let's get somebody who knows how to play games.'"
"Then the second group comes through," he continued, "and you're still saying, 'Alright. Alright. You're stupid. What the hell? Who are these people?' Then by the third or fourth time, all of a sudden you're realizing, 'I'm an idiot. This is pretty obvious this doesn't work. It's not their fault, it's our fault.'"
Inarguable Changes
Faliszek drew a recent example from the development of Left 4 Dead by Valve South (known as Turtle Rock Studios before its acquisition by Valve), when Valve held a company-wide playtest around a particular multiplayer map.
The writer called those internal playtests "brutal," because "everybody's name goes in the credits and we're all equal, and they want to make sure it's a good game."
Just before the test began, a texture behind a ladder had been altered. "It was the minorest of changes!" he exclaimed. "Nobody saw the ladder. The entire playtest broke. Everybody got stuck on the third map, and complained about being lost. Once they got frustrated there, it all went to hell. It was so clearly, 'Yeah, that's not the right texture.' You cannot argue, or tell me that was the right texture choice."
Making Painful Cuts
Sometimes, playtesting demands changes that are much more significant, in terms of both lost development time as well as personal investment by the team.
"With [Half-Life 2:] Episode One, we had this part where Alyx repaired power boxes, and you held a flashlight behind her," Faliszek recalled. "That's great -- cooperative play with a bot, you're helping her out. Boy, we didn't want to give that up. On paper, it looked like a home run. We were not going to give it up."
In the end, the team had to give it up, creating new internal development terminology: "There was so much dialogue recorded and thrown away for Alyx using power boxes, so that any time something like that happens, it's like, 'Let's have a power box happen here.'"
As Faliszek summed it up, "Playtesting is just proof to you. There's no way you can argue with that."
|
| |
|
|
It is natural for them to defend their choices, but the severity of rejection can be managed by adopting a testing-friendly culture. This usually means a lead developer or producer setting expectations for the role of external testing throughout development iterations. If the input from external testers is properly framed as being “premium research” (i.e., it is more valid but also more expensive) then knee-jerk reactions can be avoided.
And even if testers are stupid, so what? The chances are that testers *will* have lower IQs than professional software engineers. So this means that developers are smart enough to understand that the target segment for their mass-market game will *not* be “software engineers in the 95th IQ percentile,” right? In my experience, if all else fails, spelling out the connections between [segment – satisfaction – sales – paycheck] seems to work on stubborn client employees.
However, you shouldn't let that deter you from trying something new or different; players confused about what they are supposed to be doing as the point of the game is different than players not finding a ladder or finding the enemy boss too difficult, and in this case you need to explain more clearly what the point of the game or gameplay is.
For example, back when Splinter Cell came out, they made it clear that stealth was the preferred approach to the game, and anyone trying to run through shooting everything in sight either died or ran out of bullets and then died. Quickly, you learned that you should sneak past if you can, and being caught is bad. (I'm not saying Splinter Cell is the first game to include stealth, I'm just using it as a for instance.)
Quote - "And even if testers are stupid, so what? The chances are that testers *will* have lower IQs than professional software engineers. So this means that developers are smart enough to understand that the target segment for their mass-market game will *not* be “software engineers in the 95th IQ percentile,” right?" Unquote.
Wow. Arrogant and wrong. I'm stunned you said that.
If you are trying to make a game that will be easy for someone to pick up and play then playtesting will focus your game play design to something more easily accessible to play. This is not a bad thing as it generally results in more commercial success. And why not, not every game has to be innovative to be fun. In fact most games that are enjoyable are games we have already played with different styles put on... again this should not offend anyone as we are industry that provides entertainment. And most people like challenges within the bounds that they are comfortable with... otherwise they get frustrated and don't enjoy the game.
Coming up with truly innovative game play is an excellent endeavor to strive for, but the odds of it being commercially successful (in the first game of the new form) are rare. This isn't to say that it should not be attempted as whole new game forms lift the entire industry... its just that it is rare and even more rare when based on a current genre. So if you think you are going to make a FPS with some new innovative twist then good luck... the odds are stacked against you and better people than you have tried and failed. And if you find people think your game odd and not enjoyable don't blame them... it probably isn't, but then neither is most things until people get used to them.
So in the end you often simply have to determine whether you want an enjoyable game with commercial success (an ok chance) or an weird game with legendary success (very little chance).
I'm afraid to touch the enigneer IQ discussion but in my experience, [most] software engineers make the worst gamers!
Hopefully with Valve, Microsoft, Sony and a few others leading the way in integrating timely research and feedback into the design process, such 'external' testing will become the norm rather than the exception, just like it is in some other domains.
Hopefully though, with the big budgets involved, there won't be a shift to 'player expert' specialists who are employed to pontificate on the ideal player, tweaking designs based on another set of guestimates, before rubber stamping the product as Playable, as 'user experts' are often employed in other software development industries. Without real players such 'playability' testing would be divisive.
Yes I am angling for a job ;)
A better line to have taken would have been "familiarity breeds contempt". Developers are often too close to the system and hence overlook gameplay issues: when you know how the AI will respond to player actions and you know the map and/or enemy weakpoints, it's unlikely that you'll be able to conceptualise the issues that a new player without this experience will have. Unfortunately, the same issue also applies to playtesters: even if they've never played your game before, they're likely to have far more extensive gaming experience than the average gamer and it takes a concious effort to step back from this experience and try to find bugs or issues that a new player would encounter.
This then leads to another issue: keeping the balance between "new" and "jaundiced" without impacting timescales or spending money bringing people up to speed...
I'll take you at your word. My intent isn't a flame war. :)
Other posters -
As for Outside playtesting - I think it's extremely important. In my experiences, it's far tougher for the design team/coders to dismiss gameplay/design element criticisms from people they don't work with daily. Flip side - it's also good to get fresh praise from non-familiar viewpoints as well.
Still, I think it's important for the QA lead(s) to be honestly open to the entire process. I've worked in a few outside Betas where very valid points were dismissed out of hand. What's the point if you have pre-set results in mind going into the test?