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Play Testing for Success

Play Testing for Success

Play Testing for Success

Play Testing for Success

Play testing is one of those functions of game design that designers often struggle with. It can become as difficult function as the design process. Particularly if you very close with your design and are sensitive to changes with it.

While that connection may be good for some mediums; game design is not one of them.  That’s because games are meant to be played by the players. Because of that, we need to make sure that our games impart the kind of player experience that we want our players to have.

To do that we need to play test. Play testing is a cornerstone responsible design and of professional practice. Playtesting ensures that the player experience is truthful; our concept is sound; our game play is applicable; and our games accessible.

This article will review the role of play testing games. It will cover what a play test is as well as reasons why designers should play test their games. This article will also cover some player limitations of play testing as well as how to keep designer bias in check. Objectives of play testing and stages of play testing will also be covered and discussed. Advice is provided on collecting information during a play test as well as where to play test. The article ends with how you can use play testing to grow as a designer as well as how to serve as a good play tester yourself.

What is a play test?

A play test is an exercise of engaging with an unfinished game. It’s done in order to get feedback from the design and serves as a critical aspect of the game design process. Play testing can take many different shapes and forms. But ultimately, play testing is used to prove the concept of the game for its intended audience: the players.

Play testing can include discussing game structure, theory, and theme; providing a working prototype; a finished near final build; and anything in between. With the growth of gaming audiences; play testing can take on many different shapes and forms. It is intended to serve the designer in order to create what they want for their audience: the gamers.

Reasons to play test

Other than proving the formal structure of games; play testing also serves other purposes. One of them is quality control for multiple aspects of the game. Those include the player experience; balance; theme; content; and accessibility to name a few.

In addition, play testing also provides designers with validations for their designs. Are these designs something that will work for their players? Are these games something that are honest, effective, and engaging? Play testing helps to answer these questions.

Unfortunately many new designers are hesitant to play test their games for many reasons. Some of them stem from privacy of designs; to unwillingness to share; to embarrassment and everything in between. However, in order to grow as a designer and to validate your ideas, play testing will serve as a necessary – but challenging  - next step in your practice.

Players’ limitations and designer bias

That doesn’t mean that play testing doesn’t’ have limitations though. Some limitations come from the players themselves; while others come from the designers’ own bias.

Players often approach games and the play tests with preconceived notions about how games are designed to play and operate. That is okay: we all come to games with preconceived notions of what we want it to be based on our past experiences. A good example are table top players who have largely played games about managing resources. If those players have played games where managing resources also includes trading, then their experiences will largely be informed by the inclusion of a trading mechanic in their resource management games. So their experience could be tainted if your resource management game doesn’t have any trading mechanic.

But the limitations doesn’t end with just players. Designers can be biased as well. When working in a medium for too long it becomes very difficult to objectively look at the game from the player’s perspective. Writers face the same challenges when they become too close their work. They need other writers, editors, and proofreaders to review their content before revisiting it themselves.

This mentality can often end up with designers keeping aspects of their games that they are enamored with that don’t work for their players. Though sometimes you have to “kill your darlings” in order to get your game to the next level. After all, it’s the players’ experience that will dictate the kind of effect that your game will have in the community.

In addition, game designers can take too much of a leading role during play testing by dictating  too much of the action. They may not let the individuals players take on roles and complete as they wish. This often biases the information that can be accurately gained from a play test.

Often this extends into designers sharing too much background on their game design with players before they actually play it. Instead, designers should preface their play tests with basic information.  Players will play for a given amount of time and then be asked a series of questions.  Making sure that the bulk of questions and answers remains after the play test is important to making sure that momentum is kept up during game play. Deeper conversations during the game will inevitably bias play testers perceptions.

Also, making sure that designers remain as unobtrusive as possible during the play test is critical. This is done in order to maximize and limit the amount of interactions that players can have with the game. The designer won’t always be there when the game is played, so it’s worth it to try to determine what that experience will be like without their input or guidance

Objectives in play testing

Play testing objectives are always set by the designers; but at the highest level, a play test provides an overview of the player experience. Especially how players react to the game’s theme and how mechanics affect their interaction with it.

That means that play testing is kind of usability test to see how players read and react to the game. This is allows play testers to provide feedback on what they think about game.

Play testing takes all different shapes and forms. But a focused play test is lead with the designer identifying what they want from the players. That could be specifically focused on theme, mechanics, fun, or any other aspect of the game.

However, certain aspects are harder to test for than others. Fun is one of the hardest things to play test in a game. But that shouldn’t discourage designers from engaging in this very critical stage in the game design process. Play testing can also be a simple process of players playing the game and then asking them what they thought about it.

That means that play testing requires that players give designers honest and open feedback. While all feedback should be accepted; it doesn’t always need to be interpreted or applied in the way intended by the player. Rather, feedback is applied and interpreted by the designer in the means they see fit. Often in line with the game’s treatment / game design document and according to the specific stage of the play test.

Phases and stages of play testing

Not all play tests are considered equal. And they shouldn’t have to be. Different designers with different designs with different stages in their game development require different stages and types of play tests.

Though, designers should err on conducting casual play tests early on. This will help them determine if the core loop of their game works and if players will continue playing. But in reality, it’s never too early to conduct any play testing. This can be done by playing with game concepts or a very rough (back of the envelope) type of prototype. The focus here is just to determine what is working - and what is not - as soon as possible.

This early testing also provides designers with a tool to validate an idea, mechanic, or theme for the further design of the game.  In addition, early play testing gives the designer good data that could be used later on in the design. Particularly when it comes to finding out what players found most “fun.”

With early playtesting covered it’s time to delve into different stages that designers can use during their play test. Not all play tests will be the same. Some of them will concentrate on just the players; others with a mechanic; and still others with the theme. A common misunderstanding is that every game needs major play testing at all times. That can be tiring and not very useful. So, rely on the three major phases of play testing below before focusing on different stages and how to use them.

Phases 1: Self Test

The self test is a time for the designer to take their concept, game, or prototype and begin playing it themselves. If it is a designed as a solo game, then this step is relatively easy. For more players the designer needs to play test their game as those other others players. This can be more easily done with orthogames than others. But this stage is important in order to determine if the game - at it’s very basic level – is playable.

Phase 2: Play testing with Gamers, Designers, Friends, and Colleagues

This is the play testing phase that most people see. A designer brings a prototype to a group and explains how it’s played and what kind of feedback they are looking for. Then they all begin a play session. This is when the designer asks for detailed feedback about the game: including what was fun, what should definitely be kept, and what should definitely be gotten rid of. Play testing with other gamers, designers, friends, and colleagues is where designers will gain most of their design information that will influence their path moving forward.

Phase 3: Blind play testing

Blind play testing is often the hardest and most difficult hurdle for designers. That’s because they can no longer play an active role in the play test process. At this stage, the designer is NOT part of the play test at all.  Players are just given the game and instructions. Players are meant to play it in the manner that it will be consumed. This represents the ultimate test for a game and the stage right before it is published or launched for crowd funding.

Differences between phases and stages of play testing

Phases includes a very broad overview of the state of the play test of a particular design.  Stages refer to the specific outcome that the designer hopes to achieve through their play test.

Stages 1: Concept Testing

Concept testing is a stage that can be applied early on in the process. This is a means for the designer to discuss and test “concepts” for the game that they are still in their earliest stages. Concept testing could include talking about the theme, collection of mechanics, player goals, player experience, or specific rules or structures. Concept testing is often used to determine if a particular design would be fun and engaging for players.

Stage 2: Scattershot Testing

Scattershot testing isn’t the same as concept testing. In scatter shot testing, the designer looks to highlight the “fun” or “ah-ha” moments of players where there has been a significant moment in the player experience. It’s here where the designer begins to ask the questions “why did that happen?” and “what were the steps leading up to that moment.” Often those moments and those stages can be the defining characteristics of the game design.

Stage 3: Experience Testing

Experience testing is about determining what the players are experiencing as they play. This is a stage that is focused mostly on HOW the players are playing and what they are feeling than WHAT they are doing. This is a stage that focuses entirely on the player experience and what emotions and feelings they have as they play your game.

Stage 4: Stress Testing

Stress testing is one of those stages that often gets focused on with many modern euro game designs. Stress testing includes testing a mechanic, action, or strategy of players in order to determine if it’s imbalanced or adversely affects the game. Stress testing focuses more on the mechanical and moving parts of the game rather than the experiential components of game play.

Stage 5: Accessibility Testing

Accessibility testing is one of those stages that often gets forgotten or left to the very end of the process.  But accessibility testing is something that should be included more often in early prototype iterations. In accessibility testing, designers determine if players perceive their game as accessible. This could include many things including (but not limited to) symbols, icons, and colors. These are aspects that will affect the player experience but might not be entirely evident from the designer’s perspective if they are not thinking about accessibility during the design process.

Collecting information during the play test

Play testing is a serious and important part of game design. But so is making sure that the process is a useful one. That means that collecting information throughout the play test is crucial. This can take many forms including recording some objective concepts like recording players shared feedback about “what they thought.”

It’s at this stage when designers shouldn’t editorialize. They should collect all information from their play testers first. It’s often easier to capitalize on criticism of the game design rather than having your players tell you “it’s good.”

This is particularly useful when players tell you about their “favorite” parts of your game or the “one thing that they would definitely keep.” Those are often the most fun or engaging parts of your design that are working best for your players.

While it’s important to write down these sentiments as players are playing your games, it’s also good practice to record other things about your players. Those can include facial gestures and other body language. Often these can be great ways to determine what players are feeling instead of them articulating it later during the question and answer part of your play test.

In addition, it’s also good practice encourage your players to “think out loud” as they play your game. This will help you determine the options and paths that players are taking as they make choices in your game. These choices could reveal other aspects of your players’ behavior that you didn’t previously anticipate.

While it’s also good to ask questions as the end of your playtesting session, you don’t always have to follow that path. Often, breaking the cycle of play after about 20 minutes of playing can help stir some interesting conversation and feedback from your playtesters. You can then resume the play test with that information and make further changes or tweaks as you deem necessary.

Finally, log all of your comments, feedback, and information from your players in a dedicated play testing journal that details your development of your game. This is something that should be kept separate from your other designs and something that should accompany your game’s prototype as you continue to design, develop, and play test it. This play testing journal is your record of what changes you’ve made, why you’ve made them, and the effect those changes have had on the player experience.

Where to play test

Knowing how to run a play test is one thing. But knowing where to play test is something else. One of the best ways to start is to just ask your family ,friends, and local gaming group. These are often people that already know you and are willing to give you their time and some feedback on your game.

Other places that you can look from there are going to your friendly local gaming store (FLGS) where you can work with the store’s management to setup a time to play test in the store with other people you know. Otherwise, you can also approach their patrons to determine if they want to play test your game. Always ask the store’s management to determine if and how they would like to work you as a designer to play test your games.

Finally, you can always turn to play tester specific events and conventions like Metatopia where the focus of the event is to play test many designers’ games. Other options include Protospiel and Unpub where you can find other like minded designers and playtesters.

How you can use play testing to grow as a designer

Of course getting feedback from your game designs is important but so is growing as a designer. That is another reason why playtesting is important is for professional development that can be addressed in multiple ways.

The first is networking. Meeting and working with other designers will help you grow, develop your contacts, and connect with others who are facing the same difficulties and challenges yourself.

Another is designing within constraints. Often designing games comes with their own sets of constraints even if you didn’t even know them. One of the first constraints that I dealt with as a designer was never having designed a table top game before. But it was something that I overcame with practice, networking, and many mistakes. It can sometimes be a hard road to travel. But with practice and dedication you can learn to move past this challenge and towards other design constraints like using only specific mechanics or components or designing for a very specific audience.

Finally, play testing other designers’ games gives you some insight on other peoples thought processes, techniques, and solutions for solving their common challenges. This exposure to new techniques provides you with an overview of how you might adapt and use them for your own practice.

How to be a good play tester

Of course play testing other designers’ games also makes you a play tester. While play testing and designing are often two different roles, you must become adept at one while you become better at the other. With that in mind, here are some tips at becoming a good play tester.

First, choose to play test games that fit your own gaming preferences and style. If you like social deduction games, then look to play test other social deduction games. If you like really crunchy number games, then seek out designers that also design those games. Often, a happy play tester is a better play tester.

As a play tester also remember to dedicate yourself to learning the rules of a new game quickly. But you don’t have to worry about all of the details of the game from the beginning. You can rest assured that at some point these rules and structures will change. The designer is in charge of leading the play test and can fill in information as it arises.

While you may not know ALL of the rules of the game that you’re playtesting, you should keep in mind that you should play test the game as it’s meant to be played – not the way you think it should be played. This goes the same for playtesting the game for what it is and not what you want it to be. Maintaing the spirit of the game is one that all players should strive to up hold. Whether with a published game or a prototype.

You should also ask questions as you’re playing the game – but save the discussion for the designer until after the play test is over or until there is a specific time set aside for that deep discussion. It’s important to not interrupt the flow of the game with specific insight or suggestions until it’s called for. If you feel that you won’t remember what you want to say after a length of time then you should feel free to take notes.

Finally, do provide feedback to the designer that’s clear, direct, and honest. Sometimes novice playtesters won’t know how to articulate what they want to communicate to designers. Experienced designers can take very diverse feedback and use it to improve their designs. Realize that this is a conversation that is a two way street, but exists for the benefit of play testers and designers alike. Also, don’t judge the components – these are prototypes after all!

Takeaways

This article reviewed the role of play testing games. It covered what a play test is as well as reasons why designers should play test their games. This article will also covered some player limitations of play testing as well as how to keep designer bias in check. Objectives of play testing and stages of play testing were also covered and discussed. Advice was provided on how to collect information during a play test as well as where to play test. The article ends with how you can use play testing to grow as a designer as well as how to serve as a good play tester yourself.

This article was about table top games testing. To learn more about playtesting in gamification, check out the free course on Gamification Explained.

Dave Eng, EdD

Managing Partner

dave@universityxp.com

www.universityxp.com

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Cite this Article

Eng, D. (2020, March 05). Play Testing for Success. Retrieved MONTH DATE, YEAR, from https://www.universityxp.com/blog/2020/3/5/play-testing-for-success

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