Games User Research Blog

Friday
Oct152010

Playtesting Capsized

Last Saturday I ran a playtesting session for Capsized. When I approach this type of public testing I tend to do it in a very scientific manner. I have a script, I have a list of items that will be examined, and I have variables I'm going to measure. I also tend to use a very qualitative method. I feel that you can learn a great deal about a game with very few sample points, where the point of diminishing returns is quickly reached and additional players aren't going to tell you anything new. There are those who will argue that you can't say anything conclusive with only a few samples. However, when your asking questions like 'how' and 'why' you're looking for disagreement, rather than agreement, among players. You can look for agreement among players later, in the larger alpha/beta testing phases.

Let's look at an example, suppose a player becomes stuck at a specific point in a level. Let's also suppose that you've tested a total 10 people, the other 9 having no problems at all. It's easy to look at the results and conclude that 1/10 is fine, and that the vast majority seems to have no problem with that level. However, we don't know how or why the player became stuck, or if the problem is unique or systemic. Personally, these are the questions I strive to answer during, and after, I run a playtesting session.

When I run a playtesting session I break the process down into 3 sections.

  1. Play and observation
  2. Survey
  3. Interview/discussion

My sessions usually run about 2 hours. The first hour being play and observation, and the second hour for the survey and interview. Obviously this time changes based on how much you are trying to test.

I’ve found that the survey is best used as a method to measure the overall experience of the player. While the interview allows me to really explore the observations made during the play session. By combining the three sections I've found they provide a rich data set that can be used in the analysis and fixing of observed problems.

Here’s a real example from the session on Saturday; one player was observed having difficulty navigating through a level. The level in question required a significant amount of vertical traversal and it was clear that the player was becoming frustrated.

Me: "How are you feeling right now?"

Him: "A bit annoyed right now. I can't get... ahh, up there." - he gives up

Me: "Why were you trying to get up there?" - I noted that he was trying to reach a catch of items.

Him: "I need to get that jetpack fuel, so I can fly to the top again."

The problem wasn't that he couldn't reach the items (in fact he could), the problem was that he had missed the training in the first level that taught him to use his grappling hook to move around the levels, a conclusion that was drawn from the post session data analysis. The player was unaware of the cause of his problem, and if we had simply asked him – without observing the problem first hand – we might have dismissed it, or incorrectly assumed it was a problem in the current level.

I'm happy with the process I've been using. It seems to work very well within the limitations found in an Indie title.

Wednesday
Sep292010

New publication available

I've added my most recent publication for everyone to read. It's a short workshop paper that describes a project I've been working on. You can download the article here, or you can find the reference on the publications page.

The project is a cool little initiative describing the expanded use of data collected from video game reviews as a tool to inform future design decisions, and to help in the assessment of quality during the testing process. The project goes hand-in-hand with my previous published work, which described a heuristic evaluation technique that I call Critic-Proofing. If you're interested in novel evaluation techniques designed specifically for video games, then this is worth a read.

There was a very interesting feature article on Gamasutra a couple of weeks ago.  The article explored a very simplified description of some usability tools available to developers. Worth a read, so go check it out.

CHI submissions are done finally. :) It was a mad rush at the end, iteration on top of iteration, but I feel that We (my co-authors and I) submitted some really good works with solid contributions. We'll see if the reviewers feel the same way. :p

It's nice to be able to take a breath again, but it's right back to work. I have a few projects on the go currently (Capsized for example) and I'm really excited to work on all of them. I'm going to work hard to keep updates about projects and important discoveries flowing onto the website. :)

Peace You'll

Tuesday
Aug312010

Website Neglect

I'm off to Seattle tonight for a little business and a little pleasure. This coming weekend PAX will again be invading downtown Seattle; spreading all kinds of gaming fun for all who attend. I'm really excited, however I had planned to update the old website prior to leaving. Unfortunately, (or fortunately depending how you look at it) I've been so busy working on various research projects/thesis that I just haven't found the time needed to post anything of value.

I'll be handing out business cards this weekend. So if you've come to this site because you have received one of my cards, I apologise for the general lack of professional content. :(

Anyway, please stay tuned for updates. :) I'm off to run a study. Peace!

Monday
Aug162010

Breakfast Hot-Dog

1 slice of whole-wheat bread

1 tbsp of Nutella

1 smallish banana

 

Spread the Nutella on bread, and rap the bread around the banana. Enjoy!

 

I've been meaning to make some deeply insightful posts about topics I've been working on, however every time I begin it becomes way too long and I don't finish it. I will remedy this soon. I'm also going to change the layout of the sight shortly. All in good time. :)

Thursday
May202010

Update Required?

I've been so busy since the beginning of May. Vancouver was great, I really enjoyed GDC Canada and FuturePlay.  I had the opportunity to meet tons of great people, and I visited EA, Radical, and Next Level Games.

I'd love to describe the trip in more detail but don't have the time currently. I'll be heading to Ottawa at the beginning of June, I'll also be visiting Montreal and perhaps Quebec City. This might prove to be an awesome trip. :)

I'll also try to post some pictures. I didn't take any, but Lenny has tons. :)