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between the two lies in the nature of the bugs exposed. Your own =
playtesting=20
should reveal and eliminate all program bugs (arising from flaws in =
the=20
program structure) and many of the game bugs (arising from flaws in =
the game=20
structure). The game you give to the playtesters should be free of =
program=20
bugs; they should discover only bugs in the game structure. There is =
no point=20
in showing an incomplete game to playtesters, and indeed there is a =
danger in=20
contaminating their objectivity by showing them a version of the game =
too=20
early. But the time will come when you feel that the game is very =
close to=20
completion, and your own stock of ideas for improvements is dwindling. =
This is=20
the time to show the game to a few select playtesters.</P>
<P>Playtesters must be selected and used with great care. You cannot =
simply=20
grab a few friends and ask them what they think of the game. You need=20
playtesters who possess a deep familiarity with games, playtesters who =
can=20
analyze and criticize your game with some basis of experience. Ideally =
the=20
playtesters would themselves be game designers, for they would then =
share your=20
appreciation for the trade-offs essential to good game design. You =
should also=20
know the player well, both his personality and his game taste. You =
should=20
never use more than five or six playtesters. A surplus of playtesters =
only=20
insures that you will not be able to assess carefully the reaction of =
each=20
playtester.</P>
<P>A variety of other systems have been used for playtesting. Most =
rely on=20
gathering large groups of "real people" and assessing their reactions =
to the=20
game. I have little respect for such systems. Although they are =
scientific,=20
objective, and democratic, they seldom yield useful design =
information, for=20
consumers make lousy critics. The suggestions they make are inane and=20
impractical; they don=92t know enough about computers or games to make =
practical=20
suggestions. Such methods may well work with detergent and shaving =
cream, but=20
I very much doubt that any great movie, book, or song was created =
through=20
market research of this kind. I will concede that such methods can =
prove to be=20
a useful way to guide the mass production of cheap games by designers =
of=20
limited talents; this book is not directed to persons of such a =
mentality. The=20
playtesters will need a preliminary manual for the game. It need not =
be a=20
finished product any more than the game itself---just enough =
orientation=20
information to get the playtester going with the game. Make sure that =
there is=20
enough in the manual that the playtester doesn=92t waste time =
critiquing problems=20
of the game that will be solved by the manual. Do not sit down with =
the=20
playtester in advance and coach him through the game; you will only=20
contaminate his objectivity. The playtester=92s first reaction to the =
game is=20
your best feedback on the success of the manual . Let the playtester=20
experiment with the game for perhaps a week before you meet with him. =
Do not=20
ask the playtester to keep lengthy written records of play =
performance; he=20
won=92t do it. Instead, include in the manual a few suggestions about =
potential=20
problems that worry you. The most for which you should ask in writing =
is a=20
simple record of game options selected and subsequent scores.</P>
<P>Schedule along interview with the playtester after he has had =
enough time=20
to digest the game. Come to the interview prepared with a set of =
standard=20
questions that you ask all playtesters. Do not lead the playtester=92s =
answers=20
and don=92t solicit praise. Your job is to find flaws; accolades come =
later.=20
While it is more scientific to use a third person to conduct the =
interview=20
(thereby assuring more honest answers), this imposes a middleman =
between you=20
and your playtesters. I prefer to get the information directly from =
the=20
playtester. I also prefer to take a very negative tack during the =
interview,=20
encouraging the playtester to criticize the game along with me and to =
suggest=20
means of improving it.</P>
<P>Playtesters?criticisms are difficult to evaluate. Most criticisms =
must be=20
rejected for a variety of reasons. Some are incompatible with your =
goals; some=20
are not achievable in the-memory space remaining. Some are reasonable, =
but=20
would require major software surgery incommensurate with the gains =
offered. Do=20
not hesitate to reject 90% of the suggestions made. The remaining 10% =
are=20
right; waste no time implementing them. How do you tell the good 10%? =
This is=20
the stuff of wisdom; I certainly don=92t know.</P>
<P>The final stage of the design cycle is devoted to polishing the =
game. The=20
polishing stage is actually concurrent with the later stages of =
playtesting=20
and may involve several iterations with the playtesters. This stage is =
critical; the designer has been working on the game for a long time by =
now and=20
the luster of the new design has worn off. It is now only a big job =
that=20
should have been finished months ago. The playtesters love it, the =
publisher=20
loves it and wants it right now, and the designer is sick of it. The =
urge to=20
dump the damn thing is overpowering. Resist this urge; press on =
relentlessly=20
and polish, polish, polish. Keep testing the game, fine-tuning it, and =
adding=20
tiny embellishments to it. Once it=92s out the door, it=92s gone =
forever. Every=20
single game I have done has followed the same pattern: I polished the =
game=20
until I was sick of it and never wanted to see it again. When at last =
I sent=20
the game out, I rejoiced; I was free of that dog at last. Within a =
month I was=20
regretting my impatience and wishing I could have a chance to clean up =
that=20
one embarrassing bug that I had never noticed. Within three months my =
regret=20
had turned into shame as I discovered or was told of many more bugs. I =
have=20
programs out there whose patrimony I hope never becomes widely =
known.</P>
<P>One of the last tasks you must perform before releasing the game is =
the=20
preparation of a game manual. Manuals are frequently given short =
shrift by=20
just about everybody associated with computer games. This is a serious =
mistake, for the manual is a vital element in the overall game =
package. A=20
computer has many limitations; some can be overcome with a good =
manual. Much=20
of the static information associated with a game can be presented in a =
manual.=20
The manual is also an excellent place to add fantasy support elements =
such as=20
pictures and background stories. Finally, a well-written manual will =
clear up=20
many of the misunderstandings that often arise during a game.</P>
<P>You must write your own manual for the game, no matter how poor a =
writer=20
you are, and even if a professional writer will prepare the final =
manual. The=20
attempt to write your own manual will increase your respect for the =
skills of=20
the professional writer, making it more likely that you will have a =
productive=20
relationship with the writer. Writing your own manual will also =
provide=20
feedback on the cleanliness of the game design. Clumsy designs are =
hard to=20
describe, while clean designs are easier to describe. Finally, your =
own manual=20
will be a useful source document for the professional writer. You =
should be=20
prepared for the writer to throw out your manual and start all =
over---a good=20
writer would rather create a new manual than polish an amateur's crude =
efforts. You must cater to the writer=92s needs, answering all his =
questions as=20
completely as possible. Only a close and supportive relationship =
between=20
designer and writer can produce an excellent manual. <FONT =
size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html#=
top">Top</A></FONT></P>
<P><A name=3DPOST-MORTEM></A><B>POST-MORTEM</B></P>
<P>Once the program is out, brace yourself for the critics. They will =
get=20
their filthy hands on your lovely game and do the most terrible things =
to it.=20
They will play it without reading the rules. If it=92s a strategic =
game, they=20
will castigate it for being insufficiently exciting; if it=92s an =
S&A game,=20
they will find it intellectually deficient. They will divine imaginary =
technical flaws and speculate incorrectly on your deep psychological =
hang-ups=20
that led you to produce such a game. One critic of mine concluded that =
TANKTICS was obviously slapped together on a rush schedule; actually, =
the time=20
between first efforts and final publication was five years and two =
months.=20
Another roasted ENERGY CZAR (an energy economics educational =
simulation)=20
because it wasn=92t as exciting as his favorite arcade game. Don=92t =
let these=20
critics affect you. Most critics are far less qualified to criticize =
programs=20
than you are to write them. A very few critics with the larger =
publications=20
are quite thoughtful; you should pay attention to their comments. With =
most=20
critics, though, you should pay heed only to views shared by three or =
more=20
independent critics. Remember also that even a good critic will roast =
you if=20
your goal is not to his taste.</P>
<P>The public is another matter. If they don=92t buy your game, you =
lose two=20
ways: first, you or your employer make little money on the game; and =
second,=20
you don=92t reach as many people with your message. It doesn=92t =
matter how=20
beautiful your message is-if nobody listens to it, you have failed as =
an=20
artist. One failure is nothing to worry about; every artist bombs=20
occasionally. Two failures in a row are bad; three should initiate a =
serious=20
reconsideration of artistic values. Are you willing to be a noble and =
starving=20
artist, or a somewhat wealthier artisan? Look within your heart, long =
and=20
hard. If deep down inside you know that you met your goals, then =
ignore the=20
critics and the public.</P></UL>
<UL>
<CENTER>
<P><FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html#=
top">Top</A>=20
| <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html=
">Return=20
to Table of Contents</A> | Chapters: </FONT><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html"=
>1</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html"=
>2</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html"=
>3</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html"=
>4</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html"=
>5</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter6.html"=
>6</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html"=
>7</A>=20
- <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter8.html"=
>8</A>=20
</P></CENTER>
<P>
<HR width=3D"100%">
<P></P>
<CENTER>
<P><FONT size=3D-1><A href=3D"http://www.vancouver.wsu.edu/">WSUV Home =
Page</A> |=20
<A href=3D"http://www.vancouver.wsu.edu/fac/peabody/peabody.htm">Prof. =
Peabody's=20
Home Page<BR><BR></A>Copyright © 1997 Washington State =
University. All rights=20
reserved. REV.5.27.97<BR><I>Comments and questions: <A=20
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href=3D"mailto:peabody@vancouver.wsu.edu">mailto:peabody@vancouver.wsu.ed=
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