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Comment #5 – Kristina Stiskaite

Hello Kristina!
Thank you for a good read!
You made it clear that you were writing about the alpha and beta playtesting sessions as well as how you collected data during the alpha presentation. If I understand it correctly you had someone interview the play testers and writing down their replies, though it was not as clear as it could have been.
In addition, you jump back and forth between writing about the alpha and beta presentations in the same paragraphs, it would […]

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Comment #5 – Kristina Stiskaite

Hello Kristina!
Thank you for a good read!
You made it clear that you were writing about the alpha and beta playtesting sessions as well as how you collected data during the alpha presentation. If I understand it correctly you had someone interview the play testers and writing down their replies, though it was not as clear as it could have been.
In addition, you jump back and forth between writing about the alpha and beta presentations in the same paragraphs, it would […]

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Blog comment #5

Link to original post: https://antonberglundgamedev.wordpress.com/2018/03/08/week-5-using-playtesting-during-development/
Hello Anton!
In the beginning of your blog post, you mention that you used internal playtesting, as well as external playtesting with other students or dedicated testers. When you mention these dedicated testers, I wonder who you mean. Are these random people that you got in contact with or are they friends and family that helped you out? Another question this brings, is how these playtesting sessions were preformed. Did you give them a questionnaire to fill out […]

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Blog comment #5

Link to original post: https://antonberglundgamedev.wordpress.com/2018/03/08/week-5-using-playtesting-during-development/
Hello Anton!
In the beginning of your blog post, you mention that you used internal playtesting, as well as external playtesting with other students or dedicated testers. When you mention these dedicated testers, I wonder who you mean. Are these random people that you got in contact with or are they friends and family that helped you out? Another question this brings, is how these playtesting sessions were preformed. Did you give them a questionnaire to fill out […]

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My Feedback for Post #5

This week I commented on Merve Metinkol’s blog post, found here:  https://msmonoxide.wordpress.com/2018/03/08/playtesting/
My comment reads as follows:
Hello!
I agree that playtesting is important in order to make the best game you can, and you have described this importance well. I would have liked you to expand a bit on how you and your team performed the playtesting, however. While you explained part of it, you could also have added examples of what you did during the testing session. You talked about […]

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My Feedback for Post #5

This week I commented on Merve Metinkol’s blog post, found here:  https://msmonoxide.wordpress.com/2018/03/08/playtesting/
My comment reads as follows:
Hello!
I agree that playtesting is important in order to make the best game you can, and you have described this importance well. I would have liked you to expand a bit on how you and your team performed the playtesting, however. While you explained part of it, you could also have added examples of what you did during the testing session. You talked about […]

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Comment #5

https://managinggamemaking.wordpress.com/2018/03/08/design-build-test-learn/comment-page-1/#comment-6
Hi Elias! You have created a well-structured post and you bring up some interesting points. I personally believe that a form can be extremely useful for gathering the right type of data. You say that it did not make sense in your case, but I would argue that it is more about how and what type of questions you ask. In addition, asking people what they thought about certain things right after they have tested your game, kind […]

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Comment #5

https://managinggamemaking.wordpress.com/2018/03/08/design-build-test-learn/comment-page-1/#comment-6
Hi Elias! You have created a well-structured post and you bring up some interesting points. I personally believe that a form can be extremely useful for gathering the right type of data. You say that it did not make sense in your case, but I would argue that it is more about how and what type of questions you ask. In addition, asking people what they thought about certain things right after they have tested your game, kind […]

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Blog Feedback #5

Link to Emma’s post: https://graphiccollision.wordpress.com/2018/03/11/the-wonders-of-playtesting/
My comment:
Hi!
You clearly describe the main aspects of the game that testers gave you feedback on (power up and portal to the next level). I like that you focus on two “bigger” aspects and elaborate their “evolution”, rather than describing a bunch of feedback. I believe most of us get a lot of feedback that touch a lot of different features – but there is always something that the majority of testers gets stuck on or misunderstand. […]

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Blog Feedback #5

Link to Emma’s post: https://graphiccollision.wordpress.com/2018/03/11/the-wonders-of-playtesting/
My comment:
Hi!
You clearly describe the main aspects of the game that testers gave you feedback on (power up and portal to the next level). I like that you focus on two “bigger” aspects and elaborate their “evolution”, rather than describing a bunch of feedback. I believe most of us get a lot of feedback that touch a lot of different features – but there is always something that the majority of testers gets stuck on or misunderstand. […]

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Playtesting

The two playtesting sessions seem to have been scheduled to help encourage testing in less familiar environments to get an outside perspective on the game we’re creating. As well as this, giving other people access to your game will help detect bugs or design issues that you haven’t thought about yourself. Other people play your game differently and so you can see what happens when it is played “incorrectly” so to speak. The issue we found with the Beta playtest […]

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Playtesting

The two playtesting sessions seem to have been scheduled to help encourage testing in less familiar environments to get an outside perspective on the game we’re creating. As well as this, giving other people access to your game will help detect bugs or design issues that you haven’t thought about yourself. Other people play your game differently and so you can see what happens when it is played “incorrectly” so to speak. The issue we found with the Beta playtest […]

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Playtesting

Playtesting has for sure been one of the more interesting parts of the Game Design course. I mean the reason I would assume most people applied for this course is to obtain the skills necessary for a job in the video game industry, and while lectures and course literature is nice, I feel like the few opportunities we get to apply the skills we’ve learnt is when everything really sinks in. Playtesting is precisely one such opportunity and now that […]

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Playtesting

Playtesting has for sure been one of the more interesting parts of the Game Design course. I mean the reason I would assume most people applied for this course is to obtain the skills necessary for a job in the video game industry, and while lectures and course literature is nice, I feel like the few opportunities we get to apply the skills we’ve learnt is when everything really sinks in. Playtesting is precisely one such opportunity and now that […]

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Blogpost #5 Playtesting

Playtesting is a vital component when it comes to the development of a game. It’s through playtesting that you get feedback from ideally the target group of your game. This feedback gives you a heads-up whether you are working towards the goal or if there is something steering you adrift. There are different kinds of playtesting where the objectives behind it differ. It could be playtesting from a technical or aesthetic standpoint. Each playtesting gives different feedback to build upon.
One […]

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Blogpost #5 Playtesting

Playtesting is a vital component when it comes to the development of a game. It’s through playtesting that you get feedback from ideally the target group of your game. This feedback gives you a heads-up whether you are working towards the goal or if there is something steering you adrift. There are different kinds of playtesting where the objectives behind it differ. It could be playtesting from a technical or aesthetic standpoint. Each playtesting gives different feedback to build upon.
One […]

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Reflection on “Playtesting” blog, by Lina Femling

sasadzigurski
10 mars, 2018 kl. 14:03

Hi Lina,
I had a great pleasure of reading this article. It was concise enough, described the topic and answered all the important questions.
I agree with you that, no matter how many internal playtesting you have, an external input is priceless and really helpful. It is good to see that you succeed in your goal of making the funny game.
There is one thing I don’t quite understand; the swarming mechanic. Is it […]

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Reflection on “Playtesting” blog, by Lina Femling

sasadzigurski
10 mars, 2018 kl. 14:03

Hi Lina,
I had a great pleasure of reading this article. It was concise enough, described the topic and answered all the important questions.
I agree with you that, no matter how many internal playtesting you have, an external input is priceless and really helpful. It is good to see that you succeed in your goal of making the funny game.
There is one thing I don’t quite understand; the swarming mechanic. Is it […]

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Playtesting

Since the start of this project, we have had two opportunities to let teachers and other students playtest our game. These two sessions have had an immense positive effect on the development of our game.
Even if we playtested the game several times ahead, checked for bugs, searched for errors and wrongs, we were still too blind to see all the glitches that needed to be fixed. Working on the same game for weeks, makes it eventually difficult to spot […]

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Playtesting

Since the start of this project, we have had two opportunities to let teachers and other students playtest our game. These two sessions have had an immense positive effect on the development of our game.
Even if we playtested the game several times ahead, checked for bugs, searched for errors and wrongs, we were still too blind to see all the glitches that needed to be fixed. Working on the same game for weeks, makes it eventually difficult to spot […]

/ Comments Off on Playtesting

Blog #5: How playtesting shaped one of our core mechanics

Hello and welcome again to my blog!
I am Léo and Scrum Master of Team Wendigo. Today, I will talk about playtesting and how it has affected the development of our game, “Umibōzu”. Playtesting is a crucial part of game development. Whether a mechanic is “fun” in a game is often discovered through the iterative and incremental nature provided by the Scrum framework (check out my blog post on Scrum). The Empiricism principle (“inspect and adapt”) as well […]

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Blog #5: How playtesting shaped one of our core mechanics

Hello and welcome again to my blog!
I am Léo and Scrum Master of Team Wendigo. Today, I will talk about playtesting and how it has affected the development of our game, “Umibōzu”. Playtesting is a crucial part of game development. Whether a mechanic is “fun” in a game is often discovered through the iterative and incremental nature provided by the Scrum framework (check out my blog post on Scrum). The Empiricism principle (“inspect and adapt”) as well […]

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Post #5 – Playtesting

What?
Since the very beginning of the ongoing course we have conducted three types of playtesting:
(a) Playtesting conducted by the members of team Siren (i.e. the developers of the game)
(b) Online playtesting (previously mentioned in this post) via this website.
(c) Course-related playtesting workshops
How?
(a) As well as (b) has been ongoing continuously, on a daily basis and communicated to the team either (a) by the team itself or (b) via e-mails/google forms.
(c) has happened on two occasions so far, on Monday (12/2-2018) which I wrote about […]

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Post #5 – Playtesting

What?
Since the very beginning of the ongoing course we have conducted three types of playtesting:
(a) Playtesting conducted by the members of team Siren (i.e. the developers of the game)
(b) Online playtesting (previously mentioned in this post) via this website.
(c) Course-related playtesting workshops
How?
(a) As well as (b) has been ongoing continuously, on a daily basis and communicated to the team either (a) by the team itself or (b) via e-mails/google forms.
(c) has happened on two occasions so far, on Monday (12/2-2018) which I wrote about […]

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