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Week #9: the playtesting plan


As we approach the MOJO day, the time to think about our play test plan has come. After discussing what we needed to know about the player's experience with the game, we have concluded that some particular questions need answering:

LEVEL 1
  • Does the player fear all enemies equally? Are the enemies' speed, detection range and patrolling style balanced?
As we focused on the walking guard enemy more, the question about how danger the drones and cameras are perceived lingers. 

How: by controlling the time the player takes on each enemies' section and how much the player uses the crouching and cover mechanic.
  • Does it take time for the player to understand how to get through enemies
We need to inspect if the level is designed (or not) in a way that leads the player to plan a strategy rather than just throwing themselves into whichever path they instinctively choose. 

How: by controlling how long the player stays in the initial (safe) section before engaging with the level.  
  • Are both paths presented on level 1 equally enticing? 
The first level is divided in two possible paths: one with walking guards and other with CCTVs. We need to see if the players find both equally challenging at first glance.

How: by observing which path each player chooses.
  • How do experienced players approach the cover mechanic?
By previous testing with our focus group, we came to the conclusion that experienced players didn't feel the need to use the cover mechanic. With a revised model for that mechanic, we need to see how many players use it during this level. 

How: by marking where and how long the players stay in cover.

  • Do players feel the need to backtrack? 
We find important in a stealth game to give to the player's strategy validity at all times. The player shouldn't feel like they chose a "wrong option" and should always feel they can progress on the path they are in. 

How: by making a map of player's movement. 


LEVEL 2
  • Does the path chosen on level 1 affect the success on level 2?
As stated in the progression document, the choice of path taken on level 1 should affect how prepared the player is on level 2. We want to see if the players that chose the guard enemy have a higher success rate on level 2.

How: by seeing if the players that chose the CCTV path take longer to figure out how the guards move on the level.
  • Does the player use objects as distractions on first try?
We want to see if players understand that to get through the level they will have to use distractions to get guards off a fixed location/path. 

How: by controlling how many players die in the level before they interact with objects.
  • How long does the player stay put?
Level 2 needs more observation. Without seeing where the guards are in the room, the player won't be able to understand how to get to the other side. We need to check if players go about the level that way.

How: by controlling how many players die in the level before they interact with objects.
  • Does the player use hide mechanic? 
After implementing the "hide inside object" mechanic, we had doubts about if the players would integrate it on their strategy.

How: by checking how many players chose to hide inside the closet on their way to the objective point.


CONTEXT DATA

Data about which platform the player uses (PC vs MAC), the screen size of their device and what input device they choose to play the game with (keyboard and mouse vs controller) could inform choices of implementation going forward. 


Tomorrow I'll be writing the game experience and game engagement questionnaires.
On the playtest experience, we plan to have  a"Think Aloud" concurrent feedback (when possible) to see how players react to the game as they're playing it.

As a side-note, a great video about the importance of playtesting and the right way to approach this decisive phase of the project:

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