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[Sidhe's Griffiths discusses in depth how the GripShift developer playtested, and then took that feedback to improve, their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes.]
Playtesting a game for
the very first time is an incredibly daunting task. I'm not talking about all
the preparation that goes into it; I'm talking about the abundance of
negativity that is bound to be thrown your way.
The first time players
get their hands on the game always results in problems -- and when it comes
time to write up the report, I realize with each soul-destroying point that it's
my job to then present this information to the developers.
However, the light
at the end of the tunnel is that we can find and tackle these problems while
the game is still in our hands. Once it has been released, it is too late,
which is far from a good thing.
There is always the tendency,
though (and I myself am guilty of this) to believe that your game is going to
be perfect. Surely, after all the hard work put into it, there can be nothing
wrong! However, I usually don't have to wait two minutes into the first session
to see the hard-hitting truth quickly come to light. Something is always too
difficult to do, or the player does not understand how to go about a certain
problem.
What is important to
note however, is that even though a number of issues can come to light during
the playtesting sessions, factors such as time and budget considerations means
that some, unfortunately, cannot be addressed.
This article looks at how
we went about playtesting Speed Racer
the game, highlights a few of the issues we came across, and what we did to
address them. Hopefully from this, it will be easy to see the benefits of
playtesting and putting the user experience at the forefront from the onset.
So, what did we do for Speed Racer, then?
Sidhe worked on the
Wii and PS2 versions of Speed Racer
(although this article is aimed solely at the Wii version).
It was our first ever
Wii title and we had an incredibly tight timeline of 10 months' development, so this
meant that whatever we did, it would have to be right pretty much the first
time. However, as you can probably
imagine, things didn't go right first time, and a variety of issues came to
light that were a mixture of expected and unexpected.
Yet, we did get it out
on time, and it actually received pretty good reviews. In fact, it is one of
the few movie license games which consistently scored higher than the movie it
was based on.
One of the ways we
were able to create such a solid game was through playtesting on those players
who would be playing the game (in this case the target demographic was 9 - 14
year olds). Once they were in, every aspect of the session was recorded; from
the gameplay to the player's expressions and the way they use the input device.
While it may seem overkill, everything can potentially be used to fine-tune a
game.
When running my
playtesting sessions, I always split them into two. The first session is held
with only around four players and is used as a way to conduct a general
exploration of the game's main features and to get a basic feel and
understanding of how players approach the game.
I then take the issues found and group them
together, which lays a good foundation of reference during the remaining
sessions. Of course, there will be many more issues found, but it is always
good to have something to work from and I find that this serves quite well.
Then, by combining these playtesting sessions with my own in-house
methodologies, I can offer potential solutions that go along with the report.
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Great article, and great game! I wished the movie had a better success, and that the game got more sales. It is really shameful that such work is ignored by the public while shovelware gets million sales.
An excellent article that reinforces key strategies to help ensure a broad acceptane of an entertainment product. No you shouldn't design to "please everyone", but quite often it's the simple tweaks that make the world of difference.
"Shunt issue" reminds me of an issue with Wii Fit, with the soccer minigame where the players need to balance left or right to hit the ball with their head. The problem was that the developers coded it so that the character would move the way the players pressed the board, however they missed the fact that, when in equilibrium, the player would slightly press with their opposite foot to quickly move to the other (so if you are standing and want to balance left, you would first press with your right foot to swing left, instead of gradually letting your weight on the left side). Therefore first players almost always have problems with that game, since the board reads both and the character just stays in the middle.
What you assume as a programmer is never what the end user wants, no matter the industry. For example, who the heck likes the Visual Studio 2005 immediate window after having used the Visual Studio 6 one for years?