Hello!
This week we focused on iterating based on the feedback we received during Playtest Day on October 29th.
Playtest Feedback
The feedback from Playtesting came in a variety of forms, with the three main forms being observing players while they played, debriefing players after they finished, and player responses to a survey. Each of these will have their own section to discuss our findings.
Observation
Here are some of the notes I had taken about player habits/my own findings during playtesting:
- [Playtesters] attempted to click+drag power levers
- [Playtesters] missed clicking on switch hitbox
- [Playtesters] seemed unsure about how to leave the spaceship
- The Systems finale module not resetting after an attempt
- [Playtesters] not attempting finale 2
- [Playtester] hesitation to enter side district (even when we attempt to drive them in that direction)
[Other Playtesters] entering side district first, when we weren’t prepared for them - [Playtesters] avoiding launching the spaceship
- Finale feedback was difficult to parse, not present. Players would be looking one direction and not know why they failed.
- [Playtesters] could fail multiple finale modules at the same time (which doubled the ship blowing up)
Breaking these down into groups:
Players not exhibiting intended behavior
- [Playtesters] attempted to click+drag power levers
- [Playtesters] missed clicking on switch hitbox
- [Playtesters] not attempting finale 2
- [Playtesters] avoiding launching the spaceship
Build Issues/Missing Feedback
- [Playtesters] seemed unsure about how to leave the spaceship
- The Systems finale module not resetting after an attempt
- [Playtesters] could fail multiple finale modules at the same time (which doubled the ship blowing up)
- Finale feedback was difficult to parse, not present. Players would be looking one direction and not know why they failed.
Bias Exploration
- [Playtester] hesitation to enter side district (even when we attempt to drive them in that direction)
[Other Playtesters] entering side district first, when we weren’t prepared for them
Debriefing
After players finished the game (and after our survey but we will visit that last), we sat down with them to talk about their thoughts and get some perspective on their experience. I wrote down some of the comments that I had received:
- [Player] wanted more dialog to explore certain aspects/occasionally missed what someone had said
- [Player] really liked the posters
- [Player]’s favorite part was trying to solve the finale
- [Player] liked having to seek assistance and liked that they felt they were picking between a well-known character and an experienced character
Overall, we definitely got the sense that scaling back some aspects of the finale and putting more emphasis on the narrative would serve our project interests.
Survey
We devised a short survey to poll playtesters on their thoughts/understanding of certain aspects of the project. We had them complete the survey right after gameplay (and prior to the debrief. The survey featured questions like the following:
This question above was about our two engineer characters (featured below). Almost 90% of participants noticed a difference (when the main visual distinction is skin color), meaning that skin color is an attribute our playtesters were generally aware of.
1 being not very trustworthy, 5 being very trustworthy.
This question was our most surprising find. Most of our players found RC to either be a neutral or trustworthy source of information, even though we intended for them to come off as very biased. We recognize now that we may have to convince players that RC is biased with more examples of how that bias can cause damage.
One of the other questions we had created was about how the players felt about the engineers. We generally expected both engineers to be perceived as helpful but there was a lot of feedback that players weren’t exactly sure what the engineers did. The ways the engineers “fixed” the ship wasn’t especially visible or clarified for the playtesters and we want to ensure we improve that feedback/visibility.
Overall, we really enjoyed getting to playtest and have started to build off of the feedback we received in order to improve our game. We want to further accentuate the dialog/narrative experience and simplify the finale without losing too much engagement.
Moving Forward
We want to schedule additional meetings with educators/students to explore our game and ensure we are iterating significantly on the narrative/storytelling. Our next big checkpoints involve trying to overhaul the narrative and flesh out a lot of the messages we are trying to communicate.
Thanks for reading,
James from STEMspire