Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
The Silent Revolution of Playtests, Part 2
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2012
 
What Nintendo's 2011 sales mean for Wii U, third parties
 
DICE 2012: Culture, pride lead to success at Skyrim maker Bethesda [3]
 
DICE 2012: Is the publishing model broken? [14]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
2K Marin
FX Artist - XCOM
 
Visual Concepts
Software Engineer, VC China (Shanghai)
 
Visual Concepts
Senior Producer, VC China (Shanghai)
 
2K Marin
Senior Rendering Programmer
 
2K Marin
Level Designer
 
Visceral Games Redwood Shores
Sr. Gameplay Engineer-Visceral Games
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [32]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
 
arrow Talking Copycats with Zynga's Design Chief [82]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [2]
 
Xbox LIVE Indie Games at it Again
 
Merging Waterfall and SCRUM [3]
 
Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC
 
Minmaxing - Is turn-based fun anymore? [53]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  The Silent Revolution of Playtests, Part 2
by Pascal Luban [Business, Game Design]
2 comments Share on Twitter Share on Facebook RSS
 
 
April 9, 2009 Article Start Page 1 of 3 Next
 

[Continuing his series on playtesting, ex-Ubisoft veteran Pascal Luban (Splinter Cell series) examines the practicalities of getting consumer feedback on your game.]

Proximity, responsiveness, relevance... these are the watchwords of efficient playtests.


In the previous installment of this article, I had explored the reasons for the rising importance of playtests in game development.

In an industry where games represent increasingly high financial risks for publishers, playtests have come to function as a strong guarantee for quality gameplay. I will share with you today my experience regarding the methodology employed in preparing and conducting them.

Heeding the Clients: The Design Teams

Foremost, one must be aware of a fundamental say: the role of playtests is not to redo the design in place of the design teams -- for either game or level design. They are instead conducted to help them. This observation is crucial, because it drives the entire approach to playtests.

Firstly, we must respect the hard work of the design teams. Having had my own responsibilities in game and level design, I know how difficult it is to make "a good game". We must respect those who put their whole hearts into building the best game possible; we must not scorn or undervalue their work.

Secondly, playtests must adapt to the needs of the design teams. Good tuning for maps or gameplay mechanics is often the result of trial and error. Knowing this, designers should require experimentation; playtests can afford them the opportunity to test out their hypotheses regarding design issues, and must therefore adapt to particular needs as they arise.

Lastly, playtest results must be made available to the concerned parties as soon as possible, as time allotted for game development is always short.

Preparing a Playtest Campaign

A playtest campaign generally requires around one month of preparation. We must first define its objectives, because they will determine what types of playtesters we shall have to recruit, the scale of the sessions (1, 2, 4, 8, 12 players), and their duration (from half a day to a full week).

We will also have to attend to the logistics as well as the legal framework (non-disclosure agreement, eventual monetary compensation for playtesters when sessions last over a half-day, etc.) And we must, of course, prepare the design teams to effectively utilize the playtests.

One does not grow the best crops in dry land; a playtest's effectiveness is rooted in the playtesters themselves. Half the battle in running an effective playtest campaign lies in wisely choosing playtesters, which requires investment of time, energy, and perhaps a bit of money and patience.

Recruiting takes time: we must not only hire as many candidates as possible (in order to have a solid pool of playtesters). We must also evaluate them. The purpose of evaluation is obviously to judge the candidate's gaming competence, but also his ability for analysis and self-expression.

Evaluation may take several forms. An initial selection can be done through a more or less thorough questionnaire, to be completed by the candidate. The true evaluation, however, must be done during the sessions themselves, where we can observe the candidates at play.

We must establish a protocol for obtaining the most consistent results possible. There is no "all-purpose" evaluation protocol; we must also be able to adapt to specific circumstances as the situation mandates.

When I built a playtest structure at the Bucarest Ubisoft office, I encountered an interesting problem: we needed playtests for console games, but all the players we could find locally were exclusively PC gamers. I had to set up a specific protocol to evaluate the ease with which our Romanian candidates could adapt to console gaming.


Ubisoft's Splinter Cell: Chaos Theory

The protocol consisted of briefly explaining the gameplay controls of a complex game (the multi-player mode in Splinter Cell: Chaos Theory), and then setting them loose in the game in order to gauge the speed at which they adapted to the gameplay. This selection method proved to be quite efficient.

Candidate selection must therefore be done according to a given playtest campaign's objectives. We may have need of only extremely skilled players who have already mastered the genre, or we may require novices, if the objective is to playtest the accessibility of the game.

Communication regarding playtests also takes time. Before candidates can turn up on your doorstep, they must first be made aware of your need. In my experience, while recruiting through generic classified ads will yield a high number of candidates, many will be too young (careful of those labor laws!), and most will be only casual gamers.

A good way to recruit experienced players is to make use of forums, gaming clans or specialized stores. It takes much more time but I always got great playtesters this way. In playtesting, quality matters more than quantity!

 
Article Start Page 1 of 3 Next
 
Comments

Jason Schklar
profile image
Great follow up article, Pascal. I especially agree about having developers involved and onsite (or conducting the playtests at the developer's location) for the embryonic-stage playtesting. To be able to see things first hand, identify and discuss issues in real time as they are happening, and try out solutions immediately (well maybe a few hours later) really speeds up the process and allows developers to rapidly polish gameplay in days instead of weeks or months.

Some of the most satisfying weeks of development have been spent iterating with developers in the usability and playtest lab. When we compare the look and feel of the game from day 1 to day 5, it often seems like night and day.

Keep these posts coming!

J

Ramon Romero
profile image
Pascal let me second Jason's compliments. Playtesting does require a great deal of planning and the greater the level of team involvement in the testing the better off the team will be. These articles offer a useful primer for development teams of all sorts and I hope you will keep them coming.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.