Prototyping, Playtesting and Iteration
Prototyping, Playtesting and Iteration
Prototype:
Simple implementation of a game system created to answer a design question
Physical or digital implementation of the game focus on testability over correctness of implementation
Not a prototype:
- Physical implementation of the game.
How do prototypes helps with scope?
Prototyping mechanics and systems let you:
- Understand how difficult it will be to implement them in your final game
- Understand how much benefit will you gain from those systems
- Avoid implementing systems that only add scope without benefits
- Find real answers rather than have endless debate
Iteration
Drives prototyping, and prototyping drives iteration.
- Revise design after each round of prototyping and playtesting
- Limit your implementation to aspects of the game you have validated through prototyping
- Each iteration raises new questions to create prototypes to answer
- The danger of iteration is that it can go on forever and lead to eternal scope creep
Play testing
- How different from prototyping?
- Do playtest some of prototypes
- Playtest at many stages of development
- Playtest can be formal and informal
- Playtest can be internal or external
- To answer the questions you created for it
- Does the increase in movement speed increase the feeling of player autonomy
- Measure the amount of movement used in each version, measure player feelings of autonomy
Iteration
- You can iterate at every stage of design
- Don’t wait until you can create a playable prototype
- Design is created through the iteration. Make copy of each version of design rather than keep updating the design documents
- design logs
- Iterate with your prototypes
- Did your prototype answer your question
- Can your prototype be used to answer any other questions, if so iterate any other questions.
Good prototype
- Pick a question to prototype
- Start with a single mechanic or simple system
- Same people, different people
- Only one change each time
- Decide what and how we are measuring. (Instrumentation)
- Create as quick as possible
- Throw away, destroy, Never build game off of your prototype
- Listen to playtesters
Don’t do for prototype
- Just start building our game
- Implement a full vertical slice of your game or worse yet the whole game as a prototype
- Always or Never do the same test with the same people.
- Make as many cool changes as possible based on previous test
- Spend a lot of time making sure your prototype looks good so that the playtesters can appreciate
- Keep good prototypes and graft them onto your ‘real’ implementation of your game
- Listen to playtesters think you should fix problems they see
Rigorous Playtesting and Academic Research Methodologies
Moving from prototyping and iteration to formal research:
- Sample size (small is useful but not usually statistically significant)
- Surveys (no leading questions, likert scale)
- Drawing conclusions vs. statistical analysis
- Gather context on your playtesters, they are not all the same.