Cycle 2 – Dylan Van Beek – Playtest Report

Play testing was completed by following the goals outlined in Activity 6: Play testing.  From this it was decided to play test the game a script would be spoken to each participant before the game was tested.  This was just to allow the play tester to understand what was expected of them.  Below is the script:

I have some test instructions to read to you. You’re one of several people who will be helping us out on this test and since it’s important that I cover all the same points with each person, I’ll read through this so I’m sure I present everything to everyone in the same way.

The test today should last about 15 minutes and you can take a break or leave at any time. If you would like to take a break, or just want to stop –just let me know.

It is important to remember that we are evaluating our game, not you. You cannot make any mistakes here today. If you have any difficulty with any part of any task, it’s very important to us and it will give us clues on how to improve future versions of the game.

Also, please be completely frank and outspoken about any opinion or problem you have.

During this evaluation, one of the most important and interesting things for me to capture is what you think about as you do the tasks we give you.

  • To do this, I’m going to ask you to THINK ALOUD as you work
  • What I mean by “think aloud” is that I want you to tell me EVERYTHING you are thinking, why you are pressing each button, and everything you are doing and thinking from the time we start the evaluation until I ask you to complete the last survey
  • I would like you to talk constantly
  • I don’t want you to plan what you’re going to say or try to explain to me what you are saying
  • Just act as if you were alone in this room speaking to yourself
  • If you are silent for a long period, I’ll prompt you to think aloud.

Since thinking aloud is often unusual for people to do, I’d like you to practice thinking aloud. I’d like you to tell me how many windows there are in the place you live, but to think aloud while you are working out this number.

Let’s have you start the test. Pretend that you are at home, and you just downloaded this game. From this point, just do what comes naturally to you, and remember to always think aloud.

 

 

 

 

 

 

After the script was read the players thoughts were recorded via note taking.  These notes were as follows:

Play Tester 1: Vincent Bornaghi

  • Controls of the car felt unrealistic and somewhat annoying
  • The arrow indicating where to go could have been clearer in which way was the head
  • However, it was clear what he had to do
  • Would have liked the cars controls to be more fluid and smooth to control
  • Enjoyed the blue spray and the cubes as placeholders for debris
  • Was entertained by gameplay

Play Tester 2: Joseph Koppe

  • Enjoyed the city landscape
  • Enjoyed the blue spray and the cubes as placeholders for debris
  • Found the game intense from the dropping debris and time constraint
  • Thought the game could have had a red flashing overlay

Play Tester 3: Ty Jones

  • Enjoyed the city landscape
  • Understood that the location was some sort of broken city which the players were trying to escape from
  • Was entertained by gameplay and enjoyed the free drive after
  • Found the game intense from the dropping debris and time constraint (if it was a full game)

 

Play Tester 4: Sam Parer

  • Enjoyed the blue spray and the cubes as placeholders for debris
  • Enjoyed the city landscape
  • Was entertained by gameplay
  • Thought the game didn’t have an element of rush and maybe audio could assist in this

Play Tester 5: Jess Blae

  • Enjoyed the blue spray and the cubes as placeholders for debris
  • Understood that the location was some sort of broken city which the players were trying to escape from
  • Found the game intense from the dropping debris and time constraint (if it was a full game)

 

Once these notes were recorded the play testers were asked to complete a short survey which correlated to our Activity 6: Playtesting.  This would mean we could test our playtesting as well as text our goals for playtesting.  The following survey/survey results was obtained.

Thank you for testing this game. Please answer these questions as accurately as you can.

For each of the following statements, please rate 1 to 5, 1 being strongly disagree, 5 being strongly agree.

  1. The game was easy to learn how to play.
    1. Vincent:3
    2. Joseph:4
    3. Ty:5
    4. Sam:5
    5. Jess:5
  2. The game was fun to play.
    1. Vincent:4
    2. Joseph:5
    3. Ty:5
    4. Sam:4
    5. Jess:3
  3. The game was frustratingly difficult.
    1. Vincent:3
    2. Joseph:2
    3. Ty:1
    4. Sam:3
    5. Jess:2
  4. The game was boringly easy.
    1. Vincent:2
    2. Joseph:3
    3. Ty:2
    4. Sam:2
    5. Jess:3
  5. The game’s controls made it easy to do what I wanted.
    1. Vincent:2
    2. Joseph:3
    3. Ty:4
    4. Sam:4
    5. Jess:5
  6. The game’s visuals were enjoyable to look at.
    1. Vincent:4
    2. Joseph:4
    3. Ty:3
    4. Sam:3
    5. Jess:3
  7. I always understood what I should do next to achieve my goal.
    1. Vincent:5
    2. Joseph:5
    3. Ty:5
    4. Sam:5
    5. Jess:4
  8. I would be interested in playing this game again.
    1. Vincent:4
    2. Joseph:4
    3. Ty:5
    4. Sam:5
    5. Jess:5

Finally, please rank the items in the following list. Put the number 1 next to the aspect which you consider the most well done in this game. Then put a 2 next to the aspect which you consider the next most well done aspect of the game. Continue the numbering in order of how well each aspect was done. Put the highest number next to the aspect which you consider the least well done in this game. Please use each number only once in the list.

 

Vincent Joseph Ty Sam Jess
Controls 4 3 3 2 3
Gameplay 3 1 2 1 1
Visuals 2 2 1 3 4
My Character 1 4 4 4 2
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