{"id":287,"date":"2025-11-09T22:10:02","date_gmt":"2025-11-09T22:10:02","guid":{"rendered":"https:\/\/projects.etc.cmu.edu\/trinity\/?p=287"},"modified":"2025-11-21T15:30:05","modified_gmt":"2025-11-21T15:30:05","slug":"week-9-gearing-up-for-playtest-day-defining-our-player-experience","status":"publish","type":"post","link":"https:\/\/projects.etc.cmu.edu\/trinity\/week-9-gearing-up-for-playtest-day-defining-our-player-experience\/","title":{"rendered":"Week 9 &#8211; Gearing Up for Playtest Day &#8211; Defining Our Player Experience"},"content":{"rendered":"\n<h2 class=\"wp-block-heading has-text-align-center\">Designer&#8217;s Notes From Trinity<\/h2>\n\n\n\n<p class=\"has-text-align-center has-fira-code-font-family\">We can introduce the game mechanics to players at the very start of the game, literally:<\/p>\n\n\n\n<p class=\"has-text-align-center has-fira-code-font-family\">By making all players use their game mechanics (together) to start the game<\/p>\n\n\n\n<figure class=\"wp-block-pullquote\"><blockquote><p>Weekly Update<\/p><\/blockquote><\/figure>\n\n\n\n<p>This week&#8217;s Trinity was entirely focused on preparing for Playtest Day.&nbsp;We are ensuring every detail is covered to gather the most valuable feedback on the game<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Road to Playtest Day<\/h3>\n\n\n\n<p>Following up on last Friday\u2019s workshop, the core of our plan is to establish a clear&nbsp;<strong>Player Experience Goal (PEG)<\/strong>&nbsp;and define measurable ways to track it<sup><\/sup>.<\/p>\n\n\n\n<p>Here are the key dates we are tracking for our playtest efforts<sup><\/sup>:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>October 29th:<\/strong>&nbsp;Submit our playtest plan\/survey to Mike for review.<\/li>\n\n\n\n<li><strong>October 30th (12:00 PM &#8211; 1:00 PM):<\/strong>&nbsp;Conduct a preliminary playtest session with high school students.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">The Playtest Day Itinerary (Nov. 1)<\/h3>\n\n\n\n<p>We&#8217;ve structured the Playtest Day itself to maximize efficiency and player interaction<sup><\/sup>.<\/p>\n\n\n\n<p><strong>Logistics:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Guests from RPIS will be picked up 10 minutes before the morning and afternoon sessions.<\/li>\n\n\n\n<li>Each group session will last 20 minutes, broken down as follows:\n<ul class=\"wp-block-list\">\n<li><strong>17 minutes:<\/strong>&nbsp;Play and interview time.<\/li>\n\n\n\n<li><strong>2 minutes:<\/strong>&nbsp;Send the guest to the next group.<\/li>\n\n\n\n<li><strong>1 minute:<\/strong>&nbsp;Set up the device for the next group.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Sharpening Our Player Experience Goals (PEG)<\/h3>\n\n\n\n<p>Mike provided crucial feedback, suggesting we clarify our PEG and focus on finding a correlation between time-based game metrics and our survey\/video-based measurements<sup><\/sup>.<\/p>\n\n\n\n<p>Our overarching goals for the&nbsp;<em>Trinity<\/em>&nbsp;player experience are Fun, Significance, and Connection<sup><\/sup>.&nbsp;To make these actionable and measurable for the Playtest Day, we are refining them<sup><\/sup>:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><td>Player Experience Goal<\/td><td>Definition for Playtest Day<\/td><\/tr><\/thead><tbody><tr><td><strong>Fun<\/strong><\/td><td>Nobody quits playing halfway<sup><\/sup>.<\/td><\/tr><tr><td><strong>Significance<\/strong><\/td><td>Everybody\u2019s contribution is recognized by others<sup><\/sup>.<\/td><\/tr><tr><td><strong>Synchronization\/Connection<\/strong><\/td><td>Are players doing actions in the sequence we planned out?&nbsp;The overall atmosphere, including mood and laughter, will also be observed<sup><\/sup>.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Measurement and Data Collection Plan<\/h3>\n\n\n\n<p>Gathering the right data is key to validating our PEGs.&nbsp;Our measurement strategy is multi-tiered<sup><\/sup>:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Essential:<\/strong>&nbsp;Video recording of players (in reality and in-game) to gather time-based data.<\/li>\n\n\n\n<li><strong>Important:<\/strong>&nbsp;A follow-up survey to capture the unspoken psychological experience of the players.<\/li>\n\n\n\n<li><strong>Nice to Have:<\/strong>&nbsp;Follow-up interviews with players (if time permits) and the collection of in-game analytics data (for time-based metrics).<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">New Features: To Test or Not To Test?<\/h3>\n\n\n\n<p>We also discussed whether to include a new feature in the playtest.&nbsp;The consensus is: if we can build it, we can test it<sup><\/sup>.<\/p>\n\n\n\n<p>The strategy for testing new content is to avoid making players &#8220;play it from start to finish&#8221;<sup><\/sup>.&nbsp;Instead, we will focus on creating a&nbsp;<strong>Minimum Playable Level<\/strong>&nbsp;for the new feature, specifically focusing on the user onboarding process<sup><\/sup>.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"570\" src=\"https:\/\/projects.etc.cmu.edu\/trinity\/wp-content\/uploads\/2025\/11\/image-1-1024x570.png\" alt=\"\" class=\"wp-image-305\" srcset=\"https:\/\/projects.etc.cmu.edu\/trinity\/wp-content\/uploads\/2025\/11\/image-1-1024x570.png 1024w, https:\/\/projects.etc.cmu.edu\/trinity\/wp-content\/uploads\/2025\/11\/image-1-300x167.png 300w, https:\/\/projects.etc.cmu.edu\/trinity\/wp-content\/uploads\/2025\/11\/image-1-768x428.png 768w, https:\/\/projects.etc.cmu.edu\/trinity\/wp-content\/uploads\/2025\/11\/image-1.png 1429w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>Here is the level: players can crash down the cup tower together. VR can use a slingshot, PC &amp; Mobile can directly crash down the cups with physics. We don&#8217;t know how it can fit in any future level, but it definitely feels fun to play.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Designer&#8217;s Notes From Trinity We can introduce the game mechanics to players at the very start of the game, literally: By making all players use their game mechanics (together) to start the game Weekly Update This week&#8217;s Trinity was entirely focused on preparing for Playtest Day.&nbsp;We are ensuring every detail is covered to gather the [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":305,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-287","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/posts\/287","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/comments?post=287"}],"version-history":[{"count":3,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/posts\/287\/revisions"}],"predecessor-version":[{"id":326,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/posts\/287\/revisions\/326"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/media\/305"}],"wp:attachment":[{"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/media?parent=287"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/categories?post=287"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/projects.etc.cmu.edu\/trinity\/wp-json\/wp\/v2\/tags?post=287"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}