Brief Summary
This course dives deep into the vital role of playtesting in game design. You'll learn how to arrange, conduct, and analyze playtests to create enjoyable games that resonate with your audience. It’s all about understanding what makes a game tick!
Key Points
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Playtesting is essential for good game design.
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It involves arranging, conducting, and analyzing playtests.
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The focus is on ensuring fun, not just fixing problems.
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It’s all about understanding your target market.
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There’s no talk about programming or art in this course.
Learning Outcomes
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Define playtesting and its importance in game design.
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Plan and organize effective playtesting sessions.
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Conduct playtests and gather valuable feedback.
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Interpret playtesting results to improve your game.
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Identify what makes a game enjoyable for players.
About This Course
Playtesting: when, how, why, what to do (and not do)
This is an in-depth treatment of what's important, and how to effectively conduct and benefit from, game playtesting. Translating the 6.5 hours of videos to words, it's the size of a small novel (more than 50,000 words). To my knowledge, there is nothing approaching this size on this subject in existence.
Playtesting is the heart (though not the brains) of game design. If you want to be a good game designer, not just a hack, you have to understand that heart just as you have to understand the brains, as covered in my other courses.
The major sections cover:
What is Playtesting?
Arranging the Playtesting
How to Conduct Playtesting
How to use the results of Playtesting
Other Considerations when Playtesting
There is nothing here about game programming, art, sound, etc. It is all about game design.
Understand that there's a lot more to playtesting than just playing the prototype
Recognize that playtesting is not only about fixing problems, it's about ensuring your target market enjoys the game
Know what you can do to more efficiently arrange playtesting
Immo S.
ĂŽ have two criticisms at this point: One: It is just a series of slides read out by the author. Two: The author spends a lot of time on stuff that is not important to the target audience. For example, the author lists a long list of reasons why playtesting is important. I just spend 26 bucks on it. I do not need to be convinced about the importance. I want to learn. However, the author seems to be knowledgeable, given his credentials. The slide design and his age leads me to believe that he may be out of touch with the current game developement culture.