Principles of Game Design LESSON 2 Design Through Usability Testing TODAY 1 Game Design through Focus Testing principles and methods 2 Radical Revision WHY DO WE TEST WHY DO WE TEST ID: 228958
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Slide1
DGMD E-70 Principles of Game Design
LESSON #2: Design Through Usability TestingSlide2
TODAY:
1. Game
Design through Focus Testing:
principles
and
methods.
2. Radical RevisionSlide3
WHY DO WE TEST? Slide4
WHY DO WE TEST?
Creation is 1% inspiration and 99% revision.Slide5
WHY DO WE TEST?
Creation is 1% inspiration and 99% revision.
Our reality is not the only reality.Slide6
WHY DO WE TEST?
Creation is 1% inspiration and 99% revision.
Our reality is not the only reality.
Culture: common modes of consumption, presentation, or interaction
.Slide7
WHY DO WE TEST?
Creation is 1% inspiration and 99% revision.
Our reality is not the only reality.
Culture: common modes of consumption, presentation, or interaction
.
Testing is how we come to understand our Audience’s needs.Slide8
Accessing Audience
PRODUCT FIRST:
We have a game we want to make, and must identify the audience that will enjoy that game.
AUDIENCE FIRST:
We have an audience we want to reach and so we design a game to fulfill their interests.Slide9
Testing as Marketing StrategySlide10
Testing as Marketing StrategySlide11
Testing as Marketing StrategySlide12
GAMER AUDIENCE
30 years of game history and conventions to integrate in your game mechanics and interface.
D
evelopers of games for core Gamer audiences need a level of knowledge of past games to understand the expectations of their audience
Testing can help illuminate Gamer expectations, but you also need to play many games. For example:Slide13
CREATING GAMES
FOR A GAMER
AUDIENCESlide14
Why can’t I punch something spiky?
CREATING GAMES
FOR A GAMER AUDIENCESlide15
Why can’t I punch something spiky?
Even something soft in the front, with only a few spikes on the head or the back?
CREATING GAMES
FOR A GAMER AUDIENCESlide16
Because Mario Bros
defined/ruined
spikes for everyoneSlide17
GREYBOXING
When testing digital
or tabletop games
to decide if the core mechanic is fun, avoid including much art: use simple forms so the audience can focus on the mechanic: “
Greyboxing
”
Good Mechanics = fun game.
Art+ Audio can create greater immersion, a more memorable experience, but cannot fix a mechanic that is not fun.
FAIL FASTER
Do not spend a ton of time
thinking
or
arguing
about whether to include a mechanic: try it! See if it works,
You don’t need to try EVERYTHING, but if you have collaborators/stakeholders excited about an idea, don’t dispute the idea– try it out and see if it works.
B
urn through a lot of bad or mediocre ideas as fast as possible to get to the good ones. Slide18
DESIGN METHOD #2a: PLAYTESTING
PREPARE A PROTOTYPE
: Keep it simple (
greyboxing
) to quickly test ideas (failing faster)
OBSERVE
OTHERS PLAYING YOUR GAME. Avoid influencing their experience, where possible.
LISTEN
: Ask them to speak while playing and
write down everything
they say
(and
you see them
do)
which offers a new perspective on any aspect of gameplay or user interface.
INTEGRATE
: Iterate your game mechanics and interface with this feedback in mind, while also listening to your own instincts. In other words, listen but do not treat all feedback as infallible. Slide19
DESIGN METHOD #2b:
FOCUS
TESTING
IDENTIFY
A
SPECIFIC PLAYTESTING
GOAL
: What about your game do you want to improve
? Do you want to change how long it takes to play, how awesome a player type feels to play, the balance between players, the use of assets,
etc
?
DEFINE PARAMETERS:
How will you keep track of the thing in the game you want to improve?
OBSERVE
OTHERS PLAYING YOUR GAME. Avoid influencing their
experience.
LISTEN
: Ask them to speak while playing and
write down
what
they
say and
do related to the parameter you want to improve.
INTEGRATE
: Iterate your game mechanics and interface with this feedback in
mind. Slide20
PLAYTEST DESIGN EXAMPLE:
Dragon Day Care
“Nurturing” card game by Jason WiserSlide21
Three cards types: Egg, Love, and PoachSlide22
Playtesting Goal: Speed-up play
PLAN:
Multiple
days of playtests, quick changes between each to
test rule adjustments, timing games and frequency of egg hatches.
TESTED VARIATIONS:
Adjusted card type numbers balance in deck, reduced number of Love cards needed to hatch an Egg, removed most devastating Poach cards and overly- complicated
L
ove cardsSlide23
Coolest Innovation: Stack EggsSlide24
How We Test:
Testing Set-up.
Communicate to Testers the Plan:
Game is broken: bad at being a game!
Silent note-taking
Talk out-loud while playing
During Testing: Stay Silent,
T
ake Lots of Notes!
Debriefing, After Testing, Potential Pitfalls.Slide25
Design Exercise #2a: Usability Testing
Pair your team
u
p with another team.
Designate one team A and the other B.
“A” will test “B”’s game first. “B” teams: run a playtesting session according to the Focus
T
esting handout: prepare writing materials, set up the game for play, provide your testers with the instructions, let them read and try to play.
Write down where they get stuck or confused, and what they enjoy.
Only speak when they get too
completely stuck
to proceed
!
When the game is done (or has been tried for 15 minutes) form a circle and discuss the game. As a group come up with 3 adjustments you want to explore. Hand-write a copy for the teacher of those 3 (along with game name, designer name, and testers names).
Do the same for “B” testing “A”’s game! Be sure to keep play to 15 minutes.Slide26
Question: What is radical revision
? Slide27
Question: What is radical revision
?
Revision that explores complete overhauls of your
ideas
:
Dangerously
sweep
away all of the sweat and blood you have shed so far and
imagine
impossible new directions.
You don’t have to follow those paths
—you just need to give yourself the chance to consider them, to permit those ideas to percolate and enrich your games.Slide28
Fire Hose Games: Fall 2008Slide29
Fire Hose Games: Fall 2010Slide30
Builder Brawler #1: Initial 2D Prototype: Slide31
Builder Brawler #1: Initial 2D Prototype: Slide32
Builder Brawler #2: 3D Build-out: Slide33
Builder Brawler #2: Building materials from shattered enemies: Slide34
Builder Brawler #2: Moving screens, long boss fight: Slide35
USER TESTING:
Lukewarm responses:
“Somewhat fun”
Tried to fix with better art, but just wasted time.
We didn’t know what really excited
playtesters
looked like. Slide36
Builder Brawler #3:
Competitive weaponized tower- building using pieces from beaten monsters.
Just a mini-game? Slide37
Builder Brawler #3:
Just a mini-game?
Nope. HUGELY positive responses. We refocused on this direction, scrapping a year of development.Slide38
Builder Brawler #3:
Build-out of multiple competitive levels.Slide39
Builder Brawler #3:
Build-out
of multiple competitive levels.Slide40
Builder Brawler #3:
Campaign ModeSlide41
Builder Brawler #3:
Campaign ModeSlide42Slide43Slide44
Design Exercise #2a: Radical Revision
Review notes from playtesting
. Where did players get stuck/confused? Where did the game drag? Where was there less awesome?
ID a
core idea in
your game to
radically
reposition
in
new modes
of
play
.
Consider a mechanic
: how players move, gather assets, interact with other players. Look for opportunities to streamline play.
Focus more on one big change
rather a few smaller tweaks.Slide45
Due Next Week:
HOMEWORK #2:
With
your
first team
,
radically revise your first game based on usability testing.
Submit 1-2 typed
pages (3-sentence
game idea, gameplay
rules) board design, and set-up/play photos.
ALSO
:
Read
McGonigal's
"Reality is Broken"
Part
2: Reinventing Reality,
chapters 7 & 8
(
pp119-167) Slide46
Have a Splendid Week!
A
nd don’t forget to email us with questions:
Instructor:
JASON WISER
JasonWiserArt@gmail.com
Available
daily by email
.