Playtesting
Video Game Developer
UK | 12 Participants | Observation | Interview | Survey
Research Goals
The client wanted to conduct player research for their in-development stealth shooter AAA title. They developed an early build to receive feedback from players.
Project Context
Another researcher and I ran the playtesting sessions.
3 x 2 hour sessions took place with 4 participants in each session (12 participants in total).
In each session participants completed 2 surveys, an interview and engaged in gameplay.
Research Objectives
Research Process
UK | 12 Participants | 3 groups | 2 hours
Researchers observe the gameplay in an observation room separate from the participants.
Analysis
The analysis process consisted of thematic analysis. Whereby surveys, gameplay and transcripts were closely examined to identify common themes and patterns.
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Once the data has been coded the themes are then reviewed to explore potential ideas for recommended solutions.
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Using Miro an affinity map was created to assist with organising the data and recommendations.
An insights report was then presented to the client, accompanied by a highlight reel to bring the insights to life.
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Insights
Here are a few of the insights that were presented to the client in the report.
AI too Basic
Some participants stated the AI’s combat and stealth detection were too basic which reduced the game’s challenge and level of fun.
Reflections & Challenges
It’s normal when testing an early build for there to be a few glitches and crashes. But to ensure the participants gameplay went as smoothly as possible, we familiarised ourselves with the prototype.
Playtesting ourselves (repeatedly) to make note of completion times for tasks and any potential obstacles or challenges the participants might face.