Many
student games suffer from a severe lack of play-testing. Between
classes, homework, and projects, most teams are not willing to work
testing into their schedule. It seems too time consuming and not nearly
as beneficial as using that same time to code. My teammates and I had
all made this mistake in the past, but resolved to change for the
better this year. Our play-test schedule ended up working out really
well for us, and the game has exceeded our expectations in every way.
In this article I will be discussing some of the ideas and strategies our team adhered to while play-testing Toblo,
a game developed at DigiPen Institute of Technology for our junior year
project. We began with a core gameplay which revolved around building
towers. The game was to be relatively slow-paced, with thought and care
going into each block placement. What we now have is a very fast-paced
game of ‘capture the flag’ in which the player throws blocks and
destroys everything in sight. This design overhaul occurred shortly
after our third play-test, during which it became abundantly clear that
people had more fun knocking the towers down than building them. The
most visible benefit of our play-tests was an entirely new core
gameplay, but the tests also gave us plenty of other insights as well.
Toblo Kaboom
Testing Toblo
Like
first attempts in anything else, our initial play-tests were great
learning experiences. If there was a way to screw something up the
first time through, we made sure to find it. Luckily, we were also able
to learn from those mistakes and eventually turned our tests into an
invaluable tool for improving the game. As Toblo’s testing director, I hope my advice can help other students to avoid falling into the same traps my team did.
When
approaching a scheduled test date there are a couple things to keep in
mind. Most importantly, avoid adding new features less than twenty-four
hours before the play-test. Spend that last day ironing out any
show-stopping bugs or crashes that have popped up, not introducing new
ones. We knew to avoid such things going into our tests, but frequently
went against our better judgment. Keep in mind that a new feature which
seems absolutely necessary to implement at the last minute has high
potential to ruin the entire test. We made this mistake quite a few
times, the most notable being when our new flag capturing logic
prevented testers from even capturing the flags!
Another
pre-test precaution to consider is disabling any features which are not
yet ready. Like moths to a light bulb, testers will almost always focus
on the things that are obviously not working. Rather than give feedback
about the things being tested, they are going to give bug reports. This
is rarely the type of thing testers should be worried about. Taking a
few extra minutes to get those features out before the play-test will
save the frustration of sifting through useless feedback later on.
Watching the players closely during the test can lead to some valuable
insights. Their reactions and general mood during gameplay can be a
fantastic measure of the game’s best features. Toblo's design
shift actually came as a direct result of this method of observation.
Our team noticed people becoming vocal and happy any time they were
throwing blocks and destroying things. When this was contrasted with a
lack of visible reactions while towers were being built, we realized
that something had to change. It was at this point that our focus
shifted toward the destruction that our players were already enjoying
so much.
Keeping
a close eye on the game itself is another useful testing technique.
People will break the game in new and creative ways which the
developers never could have imagined. One of our more memorable testers
had so much trouble figuring out the timing of his jumps that he would
repeatedly jump into block walls until he got stuck. Bugs like this are
rarely seen while playing the game normally, so make note of when and
how they are occurring. Nothing is more frustrating than seeing a bug
during the test and forgetting how to recreate it.
Toblo Towers
It
is a good idea to prepare a series of questions beforehand which will
be presented to all testers. Make them as specific and focused as
possible. Open ended queries may seem like a good idea at first, but
should be avoided for the most part. It is generally much better to use
focused questions which generate consistent feedback, even if it is
negative. In fact, consistent negative feedback is one of the most
valuable tools a team has when tweaking the gameplay. One or two people
who complain about something may or may not be right, but 20 or 30
people all requesting a change cannot be ignored.
One
thing learned along the way was to ask questions in person, as opposed
to handing out sheets of paper. Confronted with a questionnaire, many
people will just look to finish quickly and move on. When engaged in a
conversation, they may feel that their feedback is more valued and give
insightful answers. It should also be easier to get a feel for how much
they enjoyed playing. A written response rarely conveys the same
emotion that is possible through speech. After asking the prepared
questions, always get the tester’s own thoughts about what could
possibly improve the game. Almost all of these suggestions will be
thrown away, but some of them turn out to be excellent ideas. Assuming
that the team always knows what’s best is an easy way to make a game
nobody wants to play.
We have taken two different approaches to play-testing Toblo.
The most frequently used method has been a standard organized test in
which the players are fully aware they are testing the game. This
should be used extensively during the first stages of playability, and
well into the final stages of development. The techniques discussed
thus far were employed during this type of test. We conducted these
tests in DigiPen's main computer lab, where we grabbed anyone who
happened to be nearby. We found that free candy helped lure a steady
stream of fresh players. After a few hours of testing, the team usually had plenty of useful feedback to dig into.
Northwest Games Festival
The second form of testing, which we have started to utilize closer to
the end of our development cycle, is what we call a blind test. As far
as the players know, they are just trying the game out. Unaware of the
test, these players will simply look to enjoy the game. On the other
hand, people who know they are play-testing tend to look for bugs and
dig for things to critique. Our first attempt at a blind test was on
June 3 at the Northwest Games Festival in Portland, Oregon. We were
able to get a massive sampling of new players with all types of play
styles. As the festival progressed we witnessed which gameplay ideas
were working out and which still needed tweaking. We also unearthed a
multitude of bugs which hadn’t been seen before.
We
learned to waste no time before compiling feedback after a test. All
those notes that made complete sense while jotting them down tend to
get progressively more cryptic as time passes. It is helpful to
organize all the feedback into broad categories at first. This will
make it easier to prioritize changes based on any areas which received
overwhelmingly negative responses. When mostly negative feedback is
received about any one thing, it absolutely must be addressed before
the next test. Trying to test again without the necessary changes in
place will usually produce completely identical results. If testing
isn’t revealing any new information, the same time could be better
spent elsewhere.
After a few testing iterations, there should be a noticeable
improvement in how easy the game is to pick up and play. Once unleashed
on the public, it will be fine-tuned and ready to go. For Toblo,
the Northwest Games Festival represented the first time anyone outside
of our school had seen the game. We were a little nervous, but also
confident that we had a fun, playable product. We knew people were
going to figure out how to play the game, and have a good time doing
it. The team felt this confidence because we had already gone through
many valuable play-testing sessions, and had worked hard to get our
game's "first five minutes" to be as fun as possible.
Northwest Games Festival
Conclusion
While play-testing itself won’t automatically make a good game, it can
give your project the extra push needed to go beyond
just-another-student-game. We became game developers because we want to
see other people enjoy the things we create. There is a much better
chance of this happening when play-testing is used effectively.
Great, lateral approach to testing! This is the stage we are now in and haven't given it nearly as much thought as you have with 'Toblo'. Hope your success with it is excessive!
Chris Davies
Chris Davies