Introduction to Game (Paper) Prototyping and Research
1. Introduction
to Game
Prototyping
& Research
Dr. Ben Lewis-Evans
2.
3. A bit more about me
• Human factors
researcher
• Gamer
– XBL: Gortag
– PSN: LaglGortag
– Steam: laglgortag
• All round Nerd
Contact:
b.lewis.evans@rug.nl
@ikbenben
4. Today
• Games User
Research
– Huh?
• Prototyping
– What, why,
when,
& how
5. Next time - TESTING
– Evaluate your own
paper prototypes
9. Games User Research
• General points:
– Get representative
users (kids, 10-14)
– Make it clear that the
game is being tested,
NOT the user
– Work out what you
want to know before
you test
10. Games User Research
• General points cont.:
– Test as early as
possible, it is easier to
fix problems that way
(then test again)
– Listen to problems, but
not necessarily solutions
– Fun, balance,
mechanics, (and raised
awareness)
11. A great example of GUR
http://www.polygon.com/2012/10/24/3538296/data-
entry-risk-management-and-tacos-inside-halo-4s-
playtest-labs
12. Methods
– Focus Groups
– Heuristic Evaluation
– Questionnaires,
Surveys and
Interviews
– Observational studies
– Gameplay metrics
– Biometrics/psychophy
siology
– Think out loud
18. Why prototype?
• For iterative design
• To learn to be a better designer
• For research (playtesting)
19. Why prototype?
• For iterative design
• To learn to be a better
designer
• For research (playtesting)
– It fills in the holes
– Tests for balance
– Tests for fun & flow
– Can produce unexpected
insights
20. Why prototype?
• For iterative design
• To learn to be a better designer
• For research (playtesting)
BECAUSE IT IS
CHEAP, FAST AND
EFFICIENT
21. When to prototype?
• As soon as you
can
– And then do it
again
• And then do
it again
– And then
do it
again
» And…
23. Paper prototypes – Why
• Avoids code attachment
– It is my code, it is
perfect
• Cheap
• Easy to iterate
• Good for UI and
mechanics
• Everyone in the team
can join in!
• A safe way to try new
ideas
– Learning again!
24. Paper prototypes – How
• With paper…
– And rocks, boards,
feathers, toys, stickies,
whatever
• Don’t waste a lot of
time on art
• Just be representative
– Dice, cards, and other
mechanical stuff can be
added too
• If you can, try to build to
scale
25. Paper prototypes - How
• Materials:
– Cards
• Good for random draw
type elements
– Loot drops,
encounters, etc
• Can be made in Word or
Indesign/Photoshop
• 64×89 mm is a standard
size
• Protector sleaves can
really help with these
26. Paper prototypes - How
• Materials:
– Tokens
• Can also be made and then stuck onto
cardboard
• Or steal from other board games/use glass
beads (from cheap stores in town)
– Boards:
• Draw them, print them, stick together sheets
of paper, whatever works for you.
– Dice
• Two d10’s are your friends (% chance)
27. Paper prototypes – How
• What to test?
– Perhaps not the whole game
• Representative chunks
– Mechanics & UI
28. Paper prototypes – How
• Exhaustive test?
– Game A:
• Linear event based
storyline
– Same for every player
• 8 player characters
– All mechanically the
same
• 5 mini-game types, one
image
matching game
29. Paper prototypes – How
• Task overview – Game A
Select Select Name Name Select
Start Game
Mode Character Character Village Colour
Quest Quest Quest Quest Quest
ACT 1
1 2 3 4 5
Quest Quest Quest Quest Quest
ACT 2
1 2 3 4 5
Game End
30. Paper prototypes – How
• Exhaustive playtest?
– Game B:
• Random quest progression with 5 alternate
endings
• 4 or 5 mechanically different weapon types
(damage, range, speed, agility & special effects)
that are randomly distributed
– vs mechanically stable enemies?
• 6 player characters
– 3 different mechanical types (jump, HP &
speed)
31. Paper prototypes – How
• Partial Task overview – Game B
Start Quest Weapon
Desert
1 1 Jungle
Quest 1 Swamp
Character Quest 1
Quest 1
Type 1
Start Quest Weapon
Desert
2 2 Jungle
Quest 2 Swamp
Select Select Character Quest 2
Start Game Desert Quest 2
Mode Character Type 2 Start Jungle
Wasteland Start Swamp
Area Wasteland
Area Wasteland
Start Quest Weapon
Desert
3 3 Jungle
Quest 3 Swamp
Character Quest 3
Quest 3
Type 3
Start Quest Weapon
Desert
4 4 Jungle
Quest 4 Desert
Quest 4
Quest 4
32. Paper prototypes – How
Does this person have
Jungle
Quest 1
Start Quest Weapon
2 2
Swamp
Select Select Character
Start Game Desert Quest 2
Mode Character Type 2 Start Jungle
Wasteland Start Swamp
Area Wasteland
Area Wasteland
Desert
Quest 3
just as much fun as this person?
Start Quest Weapon
1 1
Desert
Quest 2
Select Select Character
Start Game Desert
Mode Character Type 2 Start Jungle
Wasteland Start Swamp
Area Wasteland
Area Wasteland
Swamp
Quest 3
Jungle
Quest 4
33. Paper prototypes – How
Jungle
Quest 1
Start Quest Weapon
2 2
Swamp
Select Select Character
Start Game Desert Quest 2
Mode Character Type 2 Start Jungle
Wasteland Start Swamp
Area Wasteland
Area Wasteland
Desert
Quest 3
Or this person?
Jungle
Character
Quest 1
Type 1
Start Quest Weapon
2 2
Select Select Swamp
Start Game
Mode Character Desert Quest 2
Start Jungle
Wasteland Start Swamp
Area Wasteland
Area Wasteland
Desert
Quest 3
34. Paper prototypes - How
1. Build the foundation
- Build the basic mechanics (from your design doc)
- How will a constant runner work on paper?
35. Paper prototypes - How
1. Build the foundation
- Design the basic mechanics:
- How will a constant runner work on paper?
- How do movement abilities work?
36. Paper prototypes - How
1. Build the foundation
- Design the basic mechanics:
- How will a constant runner work on paper?
- How do movement abilities work
- How do enemies move and react?
- etc
- Be the computer
37. Paper prototypes - How
2. Add structure
- Additional rules and features
- Basically the meat of the game
- Different player abilities?
- Different items, scoring systems?
- How will the timer work? When and where
does it stop?
- Health and damage systems?
- Focus on Rules first and then features later
38. Paper prototypes - How
3. Formalise
- Tidy up and get things as close to “final” for the
moment as possible.
- Still time here to try optional rules or tweaks.
4. Continue to refine!
- Test, test, test and test more. Not just at this
step but even between each step above.
39. Digital prototypes
• Multiple types can be
made
– Mechanical
– Aesthetic
– Kinaesthetic
– Technological
• Full scale testing
• Be flexible, be fast, iterate
and test often
• Can be used to attract
investment/publishers/etc
40. Game testing
1. Design Test
- Test Script/Tasks
2. Recruit Participants
- Representative
3. Carry out test
- Observations
- Recordings
- Questions
4. Debrief
41. Game testing
1. Design Test
- To do this you need a test script
• Test scripts
– Like a recipe for a delicious cake,
these lay out how the test will go
• Order of events
• What the tester should do and
say, and when
• Clear and precise
– Could anyone follow the
instructions and carry out a
test?
• Ensures consistency!
42.
43. Game testing
• Test scripts
– Start
• Explain to the participants why they are there
– To test the game! Not them!
• Collect basic demographic data
– Age, gender, ethnicity, education, gaming
experience
• Explain the procedure
– Play, you will observe (not talking), they will
then answer questions
44.
45.
46.
47.
48. Game testing
• Test scripts
– Make up the tasks
• What the players will do
– Clear beginning and end
» e.g. Drive around the city with a Tiger in
your car (Saints Row 3)
• Start = Get in car with Tiger
• End = Tiger kills you/Progress bar fills up
• At the end of each task check for fun (& raised
awareness) with a questionnaire
49. Game testing
1. Design Test
- Test internally first
- A test run of the test
-Are the instructions clear?
-Does your recording equipment work?
-How does the recording look?
-Is the game/prototype bug free/functioning ok?
50. Game testing
2. Recruit Participants
- Representative
- When working with
children
- Caregiver consent
- Consider groups
- But make sure they
get on!
- Friends rather than
siblings
- Multiplayer
51. Game testing
3. Carry out test
- Observe the participants, take notes on what they
do/say & when they do/say it
- If possible, record the participant & the game
screen/paper prototype for later review
- Premade logging sheets help
- Spaces for participant number, task, times
and observations
52.
53. Game testing
3. Carry out test
- When observing only write down what you see
- “Participant laughing and smiling” NOT
“Participant is happy”
- Generally, do NOT talk to the participants about
their performance & ask them politely not to talk
to you
- During prototyping this can be different as you
may have to “talk” as part of the game
- Look for performance measures along with
subjective ratings
- Time taken, in-game score, damage taken, etc
54. I can’t show the whole scale here. If
you want the GEQ go to
http://www.gamexplab.nl/
55. Game testing
3. Carry out test
- Questionnaires
- Only ask what you want to know
- Be direct and clear (don’t lead or ask double
barrelled questions)
- Use everyday language
- Be consistent
- If you are using statements use positive
statements
56.
57. Game testing
4. Debrief
- Thank participants
- Final questionnaire
- A brief interview (if needed)
- Follow up on interesting observations
- Gain additional player feedback
- If possible give yourself 15-30 minutes between
each test participant/test group
- REMEMBER – You are also interested in
awareness and attitudes!
58. Next time - TESTING
– Evaluate your own
paper prototypes
• 30 minutes test &
play
• 30 minutes test &
play
• 30 minutes
discussion
59. Credits
• Fullerton (2008) Game Design Workshop – A
Playcentric Approach to Creating Innovative
Games
• Sigman (2005) The Siren Song of the Paper
Cutter: Tips and Tricks from the Trenches of
Paper Prototyping -
http://www.gamasutra.com/view/feature/130814/
• Gray, Gabler, Shodhan & Kucic How to Prototype
a Game in Under 7 Days -
http://www.gamasutra.com/view/feature/130848/
• The copyright owners of the videos and
pictures I use. If you are unhappy email me at
b.lewis.evans@rug.nl
60. Methods Finding Out What They
Think: A rough Primer To
User Research Part 1
http://www.gamasutra.com/vi
ew/feature/169069/
Finding Out What They
Think: A rough Primer To
User Research Part 2
http://www.gamasutra.com/vi
ew/feature/170332/
Game Testing and
Research: The Body and
The Mind
http://www.gamasutra.com/vi
ew/feature/6341/