Process

Playtest session

You might say: one observed run

A playtest session is a planned test of a specific question with a chosen build, participants and protocol.

What it does
Makes observations comparable across changes.
Ask
What scenario will reveal the uncertainty we need to resolve?

Sources

  1. Ian Schreiber, Game Design Concepts, Level 16: Game BalancePlaytest the game once (either on your own or with others) with the purpose of finding balance issues
  2. Tracy Fullerton, Playcentric Design (ACM interactions, 2008), Playcentric Design, pp. 42–47: test scenarios and prototypes with playersCalled ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.
  3. Robert Yang et al., The Level Design Book, Layout: blockout and playtest are needed to answer whether a design worksonly a blockout and playtest can begin answering that question.
  4. Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke, Games User Research, ch. 2 pp. 24–26Preparation: requirements gathering, defining the research question, recruiting participants, creating the script for the test.
  5. Celia Hodent, How We Introduced UX to Epic Games’ Production Pipeline (GDC16), Prod31–35 processGiven the focus of the test and its protocol, we plan when/how/with whom to do it and we decide which build to use.

Use it on your project

teardown-apply: hold "Playtest session" (playtest-session) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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