Cycle 3 – Activity 6 – Playtest Planning

The first playtesting report is selected for play testers from the IGB100 course, and other students with various degrees of knowledge about gaming and can provide in depth data.  The main goals of the playtesting report is to assess the level of difficulty the levels provide, which in turn leads to the amount of fun the player has, as well as measure how close we are to obtaining our PX Goals.

The second playtesting report conducted is for Bob, a man who fits our target audience. Bob is a 51-year-old with a gaming background in doom, Warcraft, StarCraft, Fifa and indie games.  He is an old gamer with about 30 years’ experience under his belt.  We aim to market this game to people like Bob’s life and play style.

Resources for the playtesting report include: playtesters, playtesting script, game, playtesting survey and note

**If you cant view the full table, it can be downloaded here –> Playtest Plan**

Date Session Participants (number and characteristics Overall approach, including resources required Session Goals Player Story/Stories Method How to Analyse
What to measure How to test
29/5/17 1-3 pm Participants: 5

Characteristics: Confidants

The play tester will be read the playtesting script, then asked to play the game. Through the playthrough the play tester will be asked to speak aloud and important notes will be recorded.  As well other notes will be gathered.  Furthermore, after the testing, the play tester will be asked a series of questions via a survey to be analysed.

Overall we wish to test two factors:

Is the basic idea of the game enjoyable?

Does the gameplay meet our player experience goals?

Goal 1: Test the skill level of platforming and movement flow “As an owner of an artefact, I want my boots to support my jumping so I can jump over obstacles and traverse the world.”

“As a knight I will use my sword to assist me in finding the person who stole my artefact so I can recover it.”

The seeming platforming difficulty

Time taken to progress through the level

Amount of falls off platforms

Via progression through the levels

Record time taken to progress through platforms

Record of spoken communication in gameplay

Review notes and formulate ideas to address the issues.  The comments may include suggestions.   Visual responses by the play tester.
Goal 2: Test the level of enjoyment and frustration progressing through the levels “As a peasant, I want my treasure to be returned to me so I can once again own my artefact.”

“As a player I wish to explore the game world to find fragments to open the door to the next level.”

The level of frustration at the levels

Verbal or physical signs of the play tester

Self-reported communication

Gameplay observation

Survey/Interview questions

Review notes and formulate ideas to address the issues.  The comments may include suggestions.   Visual responses by the play tester.
Goal 3: Test the fighting mechanics “As a civilian of the village, I want to use my sword to defeat enemies and progress through the world.”

“As a player, I want to cut down any obstacle to find my lost items.”

Quickness of enemies defeated

Self-reported analysis of enemy battles

Reaction of enemy’s deaths/not dying

Amount of health lost

Gameplay observations

Survey/interview questions

Review notes and formulate ideas to address the issues.  The comments may include suggestions.   Visual responses by the play tester.
Date Session Participants (number and characteristics Overall approach, including resources required Session Goals Player Story/Stories Method How to Analyse
What to measure How to test
29/5/17 1-3 pm Participants: 1

Characteristics: BOB

The play tester will be read the playtesting script, then asked to play the game. Through the playthrough the play tester will be asked to speak aloud and important notes will be recorded.  As well other notes will be gathered.  Furthermore, after the testing, the play tester will be asked a series of questions via a survey to be analysed.

Overall we wish to test two factors:

Is the basic idea of the game enjoyable for bob?

Does the gameplay meet our player experience goals?

Goal 1: Test if Bob likes the skill level of platforming “As an owner of an artefact, I want my boots to support my jumping so I can jump over obstacles and traverse the world.”

“As a knight I will use my sword to assist me in finding the person who stole my artefact so I can recover it.”

The seeming platforming difficulty

Time taken to progress through the level

Amount of falls off platforms

Via progression through the levels

Record time taken to progress through platforms

Record of spoken communication in gameplay

Review notes and formulate ideas to address the issues.  The comments may include suggestions.   Visual responses by the play tester.
Goal 2: Test if the style of gameplay suits bobs style of gameplay that he enjoys “As a peasant, I want my treasure to be returned to me so I can once again own my artefact.”

“As a player I wish to explore the game world to find fragments to open the door to the next level.”

The level of frustration at the levels

Verbal or physical signs of the play tester

Self-reported communication

Gameplay observation

Survey/Interview questions

Review notes and formulate ideas to address the issues.  The comments may include suggestions.   Visual responses by the play tester.
Goal 3: Test if bobs fighting skills match or are somewhat on par with the enemies and skill cap of the game “As a civilian of the village, I want to use my sword to defeat enemies and progress through the world.”

“As a player, I want to cut down any obstacle to find my lost items.”

Quickness of enemies defeated

Self-reported analysis of enemy battles

Reaction of enemy’s deaths/not dying

Amount of health lost

Gameplay observations

Survey/interview questions

Review notes and formulate ideas to address the issues.  The comments may include suggestions.   Visual responses by the play tester.
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