Alpha Playtest

Since this week is alpha release, today is another playtesting session. Historically, this session is more structured than the prototype follow-ups, in that you are expected to bring a test plan and script to the playtest. But the current structure of the course means that we do not quite get to that lecture in time. So we will keep things informal, and make that a requirement for the next playtesting session.

Once again, we ask that you bring at least two laptops capable of running your prototype. That will help ensure that everyone who wants to playtest your prototype has a change. If this is not possible, please contact a staff member before this lab is held.

Playtesting Session

You should set up your machines so that you have two copies of your game running in close proximity of one another. This will allow us to maximize the number of people playing a prototype at any time. Once you have set up, the class will proceed as follows:

  • One person in your group should be designated to stand by the device.
  • Everyone else in your group should play another gameplay prototype.
  • The designated member should take notes and elicit feedback as others play.

Even though your prototype should be available on multiple devices, you only need to have one person stationed with them (this is why they should be close together). You should swap out the attending team member so that it is not the same person for the entire class period.

Two-Week Report

The other major activity this week is the two-week report. If you finish playtesting early, you may start work on the two-week prototype. However, alpha releases are complex enough that you should be able to get some good playtesting feedback. We want you to make a good faith effort at playtesting (at least 30 minutes) before starting work on the report.