< My Unfinished Notes and Thoughts >
Game Design; Storytelling; Marketing; Customer Experience
- Define goals
- Create Ideas in meeting them
- Experiment and test Ideas
- Evaluate quality of Experiment
- Evaluate quality of Idea
- Evaluate quality of Goals
- Smallest amount to learn about player experience.
- 1-2 week sprints, more results in agile iteration.
- When playtest observation isn’t lame, game is fun(?)
- Well-defined goals
- Well-communicated goals
- Well devised tests
- Focus on the product.
- See all goals through eyes of the customer.
- Embrace constraints of time, technical and budget.
- Define the majority customer market (and secondaries).
- Fun game.
- Ideas are the design.
- Playtests are the experiments.
- Evaluate designs through playtest results.
- Some designs work, some do not. Iterate, no matter how late.
- Prioritize and fix worst problems.
- Use playtest to prioritize work for next sprint; iterate.
- Do not discard game designs on theoretical problems.
- Experiment in game.
- Quality Assurance
- May generate ideas of how to solve actual problems more effectively.
- Is sample group having experience that was designed?
- Is the experience GREAT?
- What affects customer experience?
- Informative, tutorial, in-UI help.
Playtest Quality Assurance
- Design people involved in playtest
- Helps with playtest evaluation
- USE EXTERNAL PLAYTESTERS
- Do not prompt or front-load playtesters
- Capture thoughts during experience
- Post-mortem Q&A session unreliable
- Read between the lines – what was NOT experienced.
- No leading questions
- Measure; Storytelling, Perception
- Solutions to playtest problems can also iterate
- Solve problems in correct prioritized order
- Do not oscillate.
- Finish successful elements before iterating further.
- Optimize most successful elements.
- Measure risk, speed, cost.
- Online; auto updates, anti-cheat, communications/community.
- Product delivery.
Product success measured: Number of players vs time.
Thanks: Valve Corporation