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experimental prototyping and play testing using iterative game design,[object Object],2010,[object Object],Lecture in the course International Game Production Studies I,[object Object],Mirjam Palosaari Eladhari,[object Object],Gotland University, Sweden,[object Object]
 Overview,[object Object],[object Object]
Types of Prototypes
Types of Play Tests
Obtaining Data
Trade-offs Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Focus of this talk:,[object Object],	experimental prototyping and play testing using iterative game design,[object Object],	how to plan for obtaining data from play tests that can yield answers to specific research questions. ,[object Object],Read more: Design for Results: Considerations for experimental prototyping and play testing using iterative game design by  Mirjam P Eladhari and Elina M I  Ollila. Article to be published in a special issue of the Journal Simulation and Gaming focusing on game research methods. (Uploaded to course website),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Expressive AI (2003),[object Object],Material on this page is from “Expressive AI: Games and Artificial Intelligence” by Michael Mateas, LevelUp Conference, Utrecht 2003 ,[object Object],Michael Mateas:	,[object Object],	“AI-based art and entertainment constitutes a new interdisciplinary agenda linking games studies, design practice, and technical research. ,[object Object],	“[…] expressive AI provides a language for talking about “readable” behavior, that is, behavior that a player can read meaning into.” ,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Prototype,[object Object],A prototype is “played, evaluated, adjusted and played again, allowing the designer or design team to base decisions on the successive iterations or versions of the game.  ,[object Object],Iterative design is a cyclic process that alternates between prototyping, play-testing, evaluation, and refinement.”,[object Object],Salen and Zimmerman (2001),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Early questions	,[object Object],• What types of game play dynamics and game play experiences can a certain, mechanic, feature, approach or method result in?1,[object Object],• What are the qualities of the play experience, and how can these qualities be documented, analysed, interpreted and explained comprehensively?,[object Object],• How can it be decided if a certain game play feature results in something valuable, such as a new type of experience, a meaningful experience, or a ‘better experience’ in some other way, and if so, compared to what? Researchers may find themselves in situations where innovative results do not necessarily lend themselves to comparisons.,[object Object],• What type of data can be useful to obtain in order to explore the research question?,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Beware,[object Object],Researchers need to, in the design process, take into account what questions they aim to explore and stay focussed on these throughout the design and implementation work. ,[object Object],It is easy to fall into a frame of mind where one aims to produce a good game, losing focus of obtaining research material. ,[object Object],In the process (especially when implementing) take a step back regularly to think about the research question.,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Wicked Problems,[object Object],	‘wicked problem’ is used in social planning to describe problems where every attempt at producing a solution changes the understanding of the problems ,[object Object],(Rittel & Webber, 1973),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Wicked problems in game design,[object Object],	“For a wicked problem such as game design, exploring design space consists of navigating the complex relationships and constraints among individual design features, while at the same [time] discovering or inventing new features and approaches that expand the design space. ,[object Object],	All existing games form tiny islands of partially understood regionsof design space; all around these islands lays a vast ocean of unexplored potential design space waiting to be brought into existence through the invention of new features and approaches, and mapped out through the hard empirical work of exploring a variety of designs.”,[object Object],Mateas and Stern (2005),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Build it to understand it,[object Object],	“[...] if game studies is limited to analysing existing games and design spaces, it can be problematic to imagine or theorise about potential game features outside of these design spaces.  Models about the nature of games and their features run the risk of being incomplete or wrong, simply because certain design spaces have not yet been explored.”,[object Object],(Mateas and Stern 2005),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Navigational Aid in the wicked problem space of game design,[object Object],[object Object]
Types of Play Tests
Obtaining DataMirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Types of prototypes,[object Object]
Prototyping by acting and showing,[object Object],Early,[object Object],body storming - participants imagine the game and act as though it would exist, in either a real or imaginary place where it could be played. (Burns, Dishman, Verplank, & Lassiter, 1994) ,[object Object],polished video scenarios, the purpose of which is to show how a concept would work in its natural settings.,[object Object],FIGURE The player is taking a picture of a person smiling, 2. The smile is mapped to a smiley in a grid that the player needs to complete (i.e., take pictures with people having similar expressions on their faces as the smileys do),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Paper (or physical) prototypes,[object Object],A physical prototype can at an early stage give pointers to whether a designed game mechanic results in the intended game dynamics when played. A physical prototype is often made of paper mock-ups of the intended game, but can also include physical ‘bits’ such as figurines and tokens.,[object Object],game-mastering method, where the player was brought to various game situations with the help of a game master, like in pen-and-paper role-playing games. ,[object Object],Middle,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Experimental Game Prototyping and Play Testing using Iterative Design
Computationally aided physical prototypes,[object Object],Middle,[object Object],In cases where the game mechanics demand higher degrees of computation of significant values it can be useful to add aids for calculation to a paper prototype. ,[object Object],A common and very simple method is to use excel sheets ,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
	The developers of Raptor  found that using a table-top was superior for collaborative sketching compared to the interface of traditional PCs. Designers were presented with a sand-box environment where they could shape the geography using hand-gestures. They could also ‘stamp’ game bits into the environment such as cars for a racing game, and attach a ‘camera’ to the object representing the player, giving the user, who had access to a PC client inter- face, their point of view in the geography.,[object Object],Raptor, a tool for sketching and prototyping games using a table-top surface.,[object Object],Raptor: Sketching Games with a Tabletop Computer, by JD Smith, FuturePlay 2010,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Software Prototypes,[object Object],Software prototypes are quite often thought to be something that is created later in the project, when there is already game design documentation available. However, plenty of fast prototyping tools are available, ranging from general pur- pose tools like Flash to more specialised frameworks. ,[object Object],Late,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Production cycle, example,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Types of play tests,[object Object]
ad-hoc test,[object Object],An ad-hoc test is a quick informal test which requires minimal organisation. It can be as simple as finding a colleague not working on the same project to quickly test some aspect of the prototype on them.,[object Object],(grab someone in the corridoor- test),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
focus  test,[object Object],	In a focus  test a group of potential players are probed about their perceptions, opinions, beliefs and attitudes towards the prototype. Questions are asked in an interactive group setting.,[object Object],(put a group of people from your target group in the same room and ask them your questions),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
expert evaluation,[object Object],An expert evaluation is the appraisal of a prototype by someone who has the professional training or experience to make an informed judgement on the design. ,[object Object],(Show what you have to an expert, get their advice),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
QA Test,[object Object],The functional test, or quality assurance (QA), can be conducted by the production team or by QA-experts. QA is conducted in order capture errors in the functionality of the prototype as well as for balancing game play according to the intended game play experience,[object Object],(Find the bugs and fix them),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Participatory design,[object Object],Participatory design workshops are conducted by the production team and a small number of invited guests, potentially experts in the field or potential players of the game. ,[object Object],The workshops are often intended to aid in balancing the game and to eliminating dysfunctional elements or features.  They can also be useful for gathering new ideas for further iterations or for enhancing the quality the prototype according to the goals by specific investigations.,[object Object],(Have people your trust go through the test with you, and get their advice on your design as you go along),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Guided scenarios,[object Object],In guided scenarios a test-leader may use the Wizard of Oz - method to simulate user-interaction. The scenarios designed for the particular prototype are played individually  by participants,[object Object],(Wizard of Oz experiment is a research experiment in which subjects interact with a computer system that subjects believe to be autonomous, but which is actually being operated or partially operated by an unseen human being.),[object Object],(Game master what you haven’t implemented. If it doesn’t work you save lots of time knowing that.),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Example (4 roles),[object Object],The Player, the Game master, the Engine, and the Manual (taking the pictures),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
game-mastered play sessions,[object Object],In game-mastered play sessions several participants may interact with a prototype, or scenarios designed for the particular prototype, guided by a game master. ,[object Object],Similar to guided scenarios, but later, when the prototype is functional. Ie, no wizard-of-ozzing for functionality.,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
free-form play sessions,[object Object],	In free-form play sessions participants are interacting with the prototype unaided by guiding test-leaders or game-masters.,[object Object],	(common end-phase play test. Put the user in front of the screen and see what happens. ...Or send it off to a testing consultant along with your testing script.),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Practical Considerations,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Obtaining data,[object Object]
Surveys?,[object Object],Surveys can be used to capture players’ attitudes, get ideas for development and can also be used for a ‘memory check’ - in those cases a player remembers or have forgotten something about the design,[object Object],The effort required for this method is less than for many other methods for obtaining data. ,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Example – Surveys as stand-alone tool,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Interviews?,[object Object],Interviews can allow for obtaining data that might not arise in surveys.,[object Object],In some cases it may be useful to add a survey in addition to the interview in order to verify the results and to see if some results were received for ‘pleasing’ the interviewer, that is, give answers based on their interpretation of what they think the test leader wants to hear,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Teach back tasks,[object Object],‘teach-back tasks’ – players are asked to describe the system they tested to someone who has no prior knowledge of it. ,[object Object],The player ‘does the job’,[object Object],Can be used both in surveys and interviews.,[object Object],Teach-back tasks are often used in order to assess users’ mental models of systems (Veer, Wijk, & Felt, 1990; Puerta-Melguizo, Chisalita,& Veer, 2002).,[object Object],For example, in a test of a prototype where the players’ avatars had different ‘moods’ given by a psychological model, players were asked to explain to a friend how the mood affected what they could do or not do in the game world prototype (Eladhari, 2009).,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Video tape it?,[object Object],Is it is useful to videotape the interaction?,[object Object],Possible to later on make verbatim transcriptions of what players said in the test.,[object Object],Allows for detailed study of body-language, actions and utterances.,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Bio feedback?,[object Object],Is it useful to obtain physical data from the participants of the test, and if so, what data is most likely to be useful? ,[object Object],Potential physical data include: ,[object Object],eye-tracking, ,[object Object],heart-rate variability, ,[object Object],galvanism and temperature in fingers, ,[object Object],electroencephalography (EEG) or f MRI,,[object Object], posture (posture sensors may be placed on participants’ chairs, see (Plass, Perlin, Nordlinger, & Isbister, 2010),[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]
Data mining?,[object Object],If the test involves a software prototype, it can be useful to also develop or use a back end-system for capturing events in the form of player-input to the system.,[object Object],Consider: ,[object Object],to what extent it is useful to log the player's interactions with the system,,[object Object],which types of interactions to log. ,[object Object],Mirjam P. Eladhari, mirjam.eladhari@hgo.se  Gotland University, Department of Game Design,  Technology and learning,[object Object]

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Experimental Game Prototyping and Play Testing using Iterative Design

Hinweis der Redaktion

  1. That is, when data mining is used, it is crucial to consider what data to mine.
  2. For example – John Hopson needed to make checks if possible to send the map of halo.
  3. Obs time trade-offs