Student name: Chi Yan Chau
Student number: N9316311
For the playtesting, I have invited 3 people, 2 from the studio and 1 who is tend to be our studio’s target audience (i.e. Bob). All testers have experiences of playing game with keyboard or with computer. This was done as to retrieve feedback from the studio as well as some feedbacks from what we intended the target audience to be. This playtest last for within 10 minutes, and that testers played the game without any remind from me. Before the test begins, I have asked each of the participants about their gaming preferences and background so to know more about background of participants. After the playtest, I also have interview few questions for them about their feelings and feedbacks for the prototype. I discovered that 2 of them enjoy MMORPG and 1 of them especially will play RPG style game.
After the playtesting session, as different participants have different gaming styles. I have integrated their feedbacks about the prototype in the following table after a short discussion and interview with them, and asking them to give points to each question. This is also an evidence of data collection from the survey from them(1 is lowest while 5 is highest).
|Questions||Player 1||Player 2||Player 3 (Target audience)||Average|
|Was the game fun to play?||2||2||2||2|
|Are the characters in game are enjoyable to look at?||3||4||4||3.67
|Is the game world enjoyable to look at?||4||3||4||3.67
|Would you be interested to play again if the game comes out as a final produce?||3||3||5||3.67
|Was the enemy AI too difficult?||1||2||1||1.33
|The game sound effects were enjoyable to listen?||2||2||1||1.67|
From the above table, it reflects few perspective of the gameplay experiences to player, including game balancing, character and scenery design, but most importantly the entertainment value of the prototype. The above table provides practical feedback for improving the prototype. According to the above table, the following were found for the need of improvement. The most important which is the lowest rating of each approach is that the enemy AI found too simple and mono to player, it only received a 1.33 average points, this reflect the enemy AI only do simple attack pattern and behaviours. Secondly, the game sound effects also were not enjoyable to listen as the second lowest average points of 1.67, the prototype does not include any soundtracks as well as only few types of sound effects were included in the game. These are the main issues engaged in the prototype.
Discussion findings and recommendations
|Enemy AI||AI was too simple and only provides single pattern which player could easily detect their pattern and eliminate fastly so that the entertainment value drops||Creating multiple patterns of enemy pathing, some may perform a ranged attack after a melee attack and some advance enemy can chase player in a longer distances with more powerful damage.|
|Enemy outlook||Enemy has only one type of outlook which also make the playtesters not that entertained.||Creating multiple enemy types, in aggregate from the above issue, different types of enemies could provide different pattern of attacking and pathing. Some would be more harmful than others. On the other hand, creating a boss fight could also lead to a more diverse gameplay experience.|
|Sound effect||The game does not have attractive sound effect and most importantly the game does not have any soundtracks in it.||Creating more types of sound effect and create ambient sound effects is also important, player could feel more immersed in the game while the game includes more of the suitable sounds.|
|Game Objective||The game objective seems too simple and straight-forward to player||Providing more complex game objective or game world to the player, for instance create a game objective that the player must escape a particular area within a time limit in a maze, this can be challenging but also entertaining to player.|