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Game Playtesting: the Heart of Game Design
Rating: 4.1 out of 5(10 ratings)
104 students

Game Playtesting: the Heart of Game Design

Playtesting: when, how, why, what to do (and not do)
Created byLewis Pulsipher
Last updated 8/2021
English

What you'll learn

  • Understand that there's a lot more to playtesting than just playing the prototype
  • Recognize that playtesting is not only about fixing problems, it's about ensuring your target market enjoys the game
  • Know what you can do to more efficiently arrange playtesting
  • Understand what you can do to conduct playtesting more effectively
  • Understand what you can do when using the results of playtesting
  • And many other considerations that come into playtesting

Course content

9 sections79 lectures7h 11m total length
  • Instructor and Course Introduction (same as "Course Promo")2:17
  • The heart of game design3:57

    Video game developers decades ago relied on a priori (thinking alone) judgments about the quality of their games, now everyone realizes a posteriori (empirical evidence, that is, testing) is necessary.


    We're focused on games that our users like. It doesn't actually matter what we think our users like, it matters what our users actually like. A 15 year-old girl in Estonia likes to play different games than a 40 year-old woman in South Korea versus a 25 year-old woman from Texas.


    Following is the first section of the Playtesting chapter from my book "Game Design":

    Chapter 6 How to work with and improve the prototype

    You make a prototype so that you can test the game by actually playing it. There is NO substitute. Playtesting gives you the chance to improve the game immensely, but you’ve got to make that happen.

    A. The purpose of playtesting

    Whether you’re working on video games, or you’re designing tabletop games as a way of learning game design, constant playtesting to improve the game is the major path to success.

    The biggest factor in the playability, the successful gameplay, of a game is not the quality of the ideas, nor the strength of conception, nor the marketing skill, nor the skill of artists or programmers. It's the quality and quantity of playtesting and the resulting improvements made to the game. In the end, if enough people in your target market play the game and enjoy it, then it's "good"; if they don't, then it isn't! While a poor game may sell well thanks to marketing and other factors, ideally you want to create a good game to give you the best overall chance of success.

    The number of inexperienced people who think they've successfully designed a game, yet haven't playtested it at all, is remarkable. Playtesting is playing the game to find out how it can be improved, and then improving it to try again. The process is both incremental–a little at a time–and iterative, again and again. The playtesting stage is closer to the start of successful design, than to the end.

    Let's clarify something. This is playtesting to improve gameplay, not testing to squash programming bugs. Some people call the former “fun testing” and the latter “bug testing”. Bug testing is often what video game makers mean when they talk about "testing", and this testing takes place late in the development cycle, when the gameplay and appearance are set in stone (because it's too late to make big changes). This bug testing (misleadingly called "Quality Assurance") is aimed at making sure the game works the way it is supposed to, but does not determine whether the way it's supposed to work is good enough.

    "Bug testing" essentially does not exist in tabletop games, although it is important (and often forgotten) to test the production version of a game, as converting the prototype into the published version can introduce its own set of problems. (A small example: the boxes on the Population Track on the 2006 Britannia board are inconveniently small; this new version of the board evidently was not actually tested. They are larger on the 2008 printing.)

    The "natural" way to design a game, as used in tabletop games, was long used in the video game industry, then abandoned, but is coming back into custom. A playable prototype is produced as soon as possible. It is played, revised, played, revised, played, revised, seemingly forever, until a stable "good game" has been produced.

    The lead designer/programmer of Unreal Tournament III, Steve Polge, described how important it was for Epic to be able to playtest within a month of starting, and constantly thereafter. (See the video with the UT III Ultimate Edition.) Epic’s Gears of War 2 was playtested something like forty thousand hours (that’s the equivalent of 20 people working a normal schedule for an entire year). For Civilization IV Firaxis used a team of only 7 or 8 people to make a working prototype as early as possible, then played it constantly throughout the production process. They then added many more to the team for production artwork and polishing. (See their 2006 GDC presentation, available in video form with the Civilization IV Game of the Year edition).

    The "wannabe" designer's assumption that the first prototype will be just fine as it is, before it's even played, is a product of both ignorance and the tendency to oversimplify the role of game design. If you think that a good idea makes a game, you might be excused for thinking the prototype will be "just fine". As we’ve observed, the idea is just a starting point.

    People in other fields of art and entertainment revise their work often, even if they don’t test it on others. Beethoven had notebooks filled with musical ideas and revisions of his work. He actually completed four versions of the overture for his sole opera--Leonora 1, Leonora 2, Leonora 3, and Fidelio, the one finally used. You can hear the improvements when you listen. I like Leonora 3 best, but this mini-symphony was too monumental to be used as an overture to an opera, so the composer tried another tack for Fidelio. He matched the work to his goals and requirements, something every game designer needs to do, especially when employed to make a particular game.

    Ideally, a game designer has the time to do this with every game, but this example is extreme even for Beethoven, and would be extreme for a game designer, to finish three versions of the same general work before settling on a fourth. The difference from games is that Beethoven was producing a passive kind of art, something to be presented to the audience when done rather than to be tested with an audience. Because games are interactive, the only way to modify them sensibly is to ask the “users” what they think and feel.

    When you design a game, you try to see in your "mind's eye" how the game is going to work, but until you play it, you simply cannot know what is going to work and what is not. The first few times you play, many things will change (provided, of course, that you're willing to make changes, which is a major characteristic of a successful game designer).

    More experienced designers can foresee more weaknesses and eliminate them before reaching the prototype stage. But every designer, regardless of experience, is likely to change the game significantly when it begins to be played.

    What you absolutely cannot do is convince yourself that whatever you like is what other people will like, that the way you play is the way other people will play. You are not your audience, you are not typical (or you wouldn’t be designing games), you are too close to the game: you cannot rely on yourself.

    There is no substitute for extensive playtesting. Your initial prototype is almost certainly going to stink. Get used to it.

  • What you'll discover in this Playtesting course, and how it works3:40

    Just what it says . . .

    I'm not a big fan of quizzes, but many people like them, so I've included a quiz with most sections of the course. In particular, life is an essay test, not multiple choice, but we have no way to do an essay test.

  • Voluntary, anonymous entry survey (10 questions)0:04

Requirements

  • Basic knowledge of game design required

Description

This is an in-depth treatment of what's important, and how to effectively conduct and benefit from, game playtesting. Translating the 6.5 hours of videos to words, it's the size of a small novel (more than 50,000 words). To my knowledge, there is nothing approaching this size on this subject in existence.

Playtesting is the heart (though not the brains) of game design. If you want to be a good game designer, not just a hack, you have to understand that heart just as you have to understand the brains, as covered in my other courses.

The major sections cover:

What is Playtesting?

Arranging the Playtesting

How to Conduct Playtesting

How to use the results of Playtesting

Other Considerations when Playtesting

There is nothing here about game programming, art, sound, etc. It is all about game design.

Who this course is for:

  • Game designers, especially those who are inexperienced or just starting out