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Practical Game Playtesting: A Wii-Based Case Study
 
 
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Features
  Practical Game Playtesting: A Wii-Based Case Study
by Gareth Griffiths
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January 15, 2009 Article Start Previous Page 3 of 4 Next
 

Car handling: extremely twitchy

This issue was something which slipped by us simply because we were so used to the handling of the car that we didn't realize there was a problem.

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As players took hold of the controls, they found that the handling of the car was so sensitive that doing simple things such as driving in a straight line was difficult to achieve, which meant that trying to get the car successfully around a corner almost always resulted in the player crashing with the barrier. This was obviously viewed extremely negatively by players.

By spending some time tweaking the car handling, we were able to drastically improve the game. Figure 1 shows a graph giving us a before and after view.


Figure 1. Error comparison between sensitivity changes

As can be seen, the number of errors made was drastically reduced, while the average time between errors was increased. Additionally, players often found themselves winning the first race, therefore giving them strong, positive feedback early on and enticing them to continue.

Shunt issue

Performing a side-shunt meant having to shunt the Wiimote quickly to the left or right, as shown in Figure 2.


Figure 2. Example of how shunt was performed

This would cause the car to slide sharply in the direction and hopefully hit a car. While there was no problem performing the action, it was the result which was not expected. At the apex of the movement, we found that instead of the Wiimote coming to a stop, the laws of physics kicked in and there was a slight jerk, which was equally as strong, in the opposite direction.

Unfortunately, the game would pick this up, and this resulted in the car going the opposite direction to what the players wanted, as shown in Figure 3.


Figure 3. But what actually happened

This really frustrated the players because of obvious reasons; the car wasn't doing what they wanted it to do.

The solution to this was to use both the player's actions and software combined. We found that the player always shunted with vigor; there was never any half-movement to it.

So, we decided to utilize this, and toned down the sensitivity of the Wiimote quite a bit. This meant that when the player performed the shunt, it wouldn't pick up that little bit of after-movement at the end of the gesture.

 
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Comments

Robert Allen
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Thank you for an article with such a high signal to noise ratio, jam packed with useful information!

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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