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Good Games are Created through Play Testing

The developers of a game start with an idea of a gaming experience they want to deliver, but the success of this idea is not measured by how well the product matches the concept, but the degree to which the player enjoys the experience. This is best assessed through testing.

The author discerns four types of tests:

The author plainly admits that he hates play testing. It's really annoying when play testers don't' "get it," or when their feedback is clearly out of line with what the team is trying to develop - but the problem isn't the testing itself, but the way in which the results are often interpreted or used by those who don't understand the point of the exercise.

The important thing is to ask the right questions, and then ask follow up questions, and then more, to get to the nuts and bolts. Whether a game is "fun" is subjective, but you can dig at the roots to find out the specific things that added to or distracted from the experience.

It's also important to test with a wide range of individuals, and to seek out patterns in their responses. It could be that a given response is skewed to a specific market segment (men who are over 40 really hate this game, but teenage girls think it's the greatest).

There are four test groups to use:

As for venues:


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