a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made
Serious misunderstandings are made evident early in lifecycle, when it's possible to react to them.
It enables and encourages user feedback, so as to elicit the system's real requirements.
Where the work is contracted, iterative design provides an incremental method for more effectively involving the client in the complexities that often surround the design process.
The development team is forced to focus on those issues that are most critical to the project, and team members are shielded from those issues that distract them from the project's real risks.
Continuous, iterative testing enables an objective assessment of the project's status.
An original type, form, or instance that serves as a model on which later stages are based or judged.
makes an idea tangible
communicate behavior and intention
to development teams
to players to get feedback
[ American Heritage Dictionary ]
prototype
try out ideas quickly
visualize
act it out
feedback with minimal investment (time, materials, people)
flexible and movable
choose materials that allow for changes in the design
FAIL quickly
allow ideas to be experienced
prototype
Prototyping has a dual focus
Explore and Design Interaction (conceptual)
Get Feedback (concrete)
Know the why! Be able to support your design decisions with
Data
Principles
prototype
For video games, implementing (programming) a prototype can be expensive and difficult to modify especially later in development. So, early prototyping is essential.
A few ways to prototype a video game (also applies to board game):
Paper! Create a board game version of your game.
Make a simple version. Focus on the core of the game, its mechanics, theme, etc., what makes it interesting, fun, and unique from others games.
Build game iteratively. After the core idea is ready, start adding complexity into the game (more weapons, powerups, levels, bosses, etc.).
playtesting
Playtest
the process by which a game designer tests a new game for bugs and design flaws before bringing it to market.
Usability testing
a technique used in user-centered interaction design to evaluate a product by testing it on users
Playtesting is very important to game development. You are not able to see the flaws in your own game. And yes, there are flaws in your game, no matter how much work you've done, or how much you tested it yourself, or how much you love the concept.
Note:
Bugtesting
Alpha/Beta Testing
Playtesting
playtesting
Playtest your game as soon as possible!
playtesting: how-to
Gather a small group of players
Who? Anyone!
all new: fresh perspective on game to find interaction, usability, accessibility flaws
previous: in-depth testing, where players have context of previous issues and can scrutinize deeper issues (but be careful!)
playtesting: how-to
Before they start playing
Give them the game with all pieces including instructions
Tell them what you're interested in finding out with the game (what are you testing?)
Give them special instructions or tutorials on how to play
Tell them what might still be broken or missing, so they are aware of it
playtesting: how-to
Before they start playing
Tell them that you are testing the gameplay, not the players
It's not up to them to be good at or enjoy the game!
Ask them to think out loud (so that you know what they're thinking)
If they are confused, or realized something, or forgot something important
But inform them that you will not be answering every one of their questions.
playtesting: how-to
While they play, WATCH them play
Unless the game is broke, do not
give them a tutorial
answer their questions
correct their incorrect moves
let them know about a bug
guide them (let them get unstuck!)
Do write down their comments and everything you notice
If you notice something, you probably need to fix it
Did they do something you didn't anticipate?
Record time and context
playtesting: how-to
While they play, WATCH them play
Time their gameplay
How long did they take to get to critical points in game?
If possible, record the gameplay (video, audio, screen capture)
Ask probing questions
What are you trying to do right now?
What are you trying to achieve?
What is your goal right now?
playtesting: how-to
After the game, ASAP,
Ask them what didn't work, was confusing, was totally broken, was not fun, was frustrating
Encourage them to be critical
You can ask them what they enjoyed, but...
Do not look for validation in the game; look for what is broken and why
Ask for feedback or suggested improvements
Be honest to yourself with the feedback
important notes
The more you iterate on a game, the better it becomes. Great designers do not design great games. They usually design really bad games, and then they iterate on them until the games becomes great.
You want to have a playable prototype of your game as early in development as possible. The faster you can playtest your ideas, the more time you have to make changes.
Given equal amounts of time, a shorter, simpler game will gave a better experience than a longer, complicated game. A game that takes ten hours to play to completion will give you fewer iterations than a game that can be played in five minutes.