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Practical Game Playtesting: A Wii-Based Case Study
 
 
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  Practical Game Playtesting: A Wii-Based Case Study
by Gareth Griffiths [Game Design, Production]
6 comments Share on Twitter Share on Facebook RSS
 
 
January 15, 2009 Article Start Page 1 of 4 Next
 

[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.

 
Article Start Page 1 of 4 Next
 
Comments

Razien Bordello
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Thank you!

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.

Jerome Strach
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From a QA perspective, it is incredibly important that developers check their egos at the door and learn to embrace the feedback from focus group testing. You cannot get this information early enough by the way; how else will you have an opportunity to embed solutions within the code.

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.

Dave Mitchell
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Really great article, thanks :)

Roberto Alfonso
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Great article!

"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?

Shawn Yates
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Great article, made for a very interesting read. Game testing is a huge part of making appealing games and I think that some designers let their ego get in the way of fully appreciating the full value of playtesting. Great charts btw!

Bob McIntyre
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Great, specific detail in here. Very useful information. Thanks for writing this article!


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