Research Goal
Identify game’s usability and playability issues to provide feedback and recommendations to developers
Role
User Researcher
Methodology
Playtests
Surveys
Iterations
Background
Collaborating with indie game designers, I conducted usability tests for a puzzle-based game. Through iterative playtests and surveys over 4 months, I identified critical issues and opportunities and provided recommendations for further development.
About Game
In this top-down puzzle game, you play as an explorer seeking the world’s last heat source on a mysterious island. Discover your magical abilities, explore new biomes, and save your home!
Conditions of Playtesting
Players were asked to complete the level to the best of their abilities without a task list and were observed via cameras, microphones, and screen recording.
We offered testers limited help and prohibited them from addressing questions that could be answered through the gameplay. Their questions were noted and reported back to the designers.
Timeline
1.
Learning
the Game
Understanding the game designer’s vision
Self-test game
Establish recruitment criteria
2.
Playtest I
Participant recruitment
Conduct 3 playtests and interviews with iteration 1
Send out feedback surveys to participants
3.
Playtest II
Participant recruitment
Conduct 3 playtests and interviews with iteration 2
Send out feedback surveys to participants
4.
Reporting
Develop business strategies based on data
Pitch research insights and strategic recommendations
Recruitment Method
Convenience sampling leveraging team members’ personal networks.
Recruitment Criteria
Familiar with PC control
The designers aimed for the game to be open to new gamers, employing basic click and WASD controls.
Research Insights
Lack of action feedback, checkpoints, and contextual guidance led to a steep learning curve and low player self-efficacy.
Playtesters did not the understand the motives or purpose of the character, which made the game’s magic component unclear and learning difficult.
Reflection
Task list - The designers said that they had not thought of goals or quests yet, so there were no guiding systems built into the game. Playtesters often spent the most time figuring out where to find their next task.