Nov 032011
 

  • News
    • Timesheeting and contracts
    • Secretary+ (on the way to a COO)
      • Mel
  • Saul and the IMF Application Process
    • What is it?
    • What we need
      • Vision Statement
      • Marketing Plan
      • Business Plans (3 years)
        • they care about the future
      • Innovation and employment
      • detailed budgeting as part of business plan
        • Estimating costs and revenue
          • Low, middle and high figures
      • takes a while
        • rewriting and revision

 

Oct 212011
 

 

**Warning: Contains explicit (Throw)language**

This week in the ThrowNews:

  • Bits ‘n Pieces
  • IMF
  • Metric Fuckton of development

Playtesting and Data Analysis

  • Results from Bits & Pieces
  • Next focus is on the actual teaching rather than gameplay
    • Learning curve
  • Restricted by physics (usually middle vertical slice first)
  • Data Analysis
    • Getting a measure of player frustration
    • Challenge/Fun scores, how often level was skipped, when the player stopped playing
    • Next will want to get heatmaps
    • Strategies of players of different skill levels
    • Self-reporting game challenge (have a small ‘test level’ on website)

Thanks for watching guys!
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www.throwthelookingglass.com

 

Sep 122011
 

This is part 6 in a series on how to playtest games (part 1).

So it’s been a while since I’ve posted one of these, as we’ve recently taken on quite a few more people at Throw the Looking Glass and I’ve been doing a lot of work working out how to structure our studio going forward (more on this soon!). So sorry about the delay – I probably won’t be posting these quite as fast as I used to going forward, but I’ll aim for one a week.

Today, we’re going to look at what to do on the day of your playtest. This assumes you’re doing on-site testing rather than online testing (if you’re going with online, release it and see what happens!). So without further ado, let’s get started!

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Jul 142011
 

This is the first of a series of posts about playtesting, when we’ll be looking at the process of testing your game step by step.

It may sound ridiculously simple, but the first step of playtesting your game is to figure out why you’re testing your game. It’s surprisingly important to work out the nuances of the ‘why’, which will affect who, when and how you structure the rest of the process.

In this post, I’ll be going over why you need to find the purpose of the test and some common testing goals at different stages of development.

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Jun 182011
 

So, you’ve started developing your game, and you’ve got your basic gameplay done. It’s time to start playtesting*. The question occurs to you: how many people should be playtesting my game?

*If you’ve got something you can playtest with, you should be playtesting. As soon as possible. As I’ll explain in a bit, it’s really important to plan your playtesting (and we’ll be exploring this more in the coming weeks), but you really want to get to it pronto.

Jakob Nielsen, usability king, says that you only need 5 users to test each iteration of a design, and in many ways, this philosophy applies directly to playtesting. Yet this only truly applies to early phases of playtesting: in the latter stages, we’ll be taking a different approach.

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