Daily Archives: March 13, 2018

My Feedback for Post #5

This week I commented on Merve Metinkol’s blog post, found here:  https://msmonoxide.wordpress.com/2018/03/08/playtesting/
My comment reads as follows:
Hello!
I agree that playtesting is important in order to make the best game you can, and you have described this importance well. I would have liked you to expand a bit on how you and your team performed the playtesting, however. While you explained part of it, you could also have added examples of what you did during the testing session. You talked about […]

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My Feedback for Post #5

This week I commented on Merve Metinkol’s blog post, found here:  https://msmonoxide.wordpress.com/2018/03/08/playtesting/
My comment reads as follows:
Hello!
I agree that playtesting is important in order to make the best game you can, and you have described this importance well. I would have liked you to expand a bit on how you and your team performed the playtesting, however. While you explained part of it, you could also have added examples of what you did during the testing session. You talked about […]

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Comment #5

https://managinggamemaking.wordpress.com/2018/03/08/design-build-test-learn/comment-page-1/#comment-6
Hi Elias! You have created a well-structured post and you bring up some interesting points. I personally believe that a form can be extremely useful for gathering the right type of data. You say that it did not make sense in your case, but I would argue that it is more about how and what type of questions you ask. In addition, asking people what they thought about certain things right after they have tested your game, kind […]

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Comment #5

https://managinggamemaking.wordpress.com/2018/03/08/design-build-test-learn/comment-page-1/#comment-6
Hi Elias! You have created a well-structured post and you bring up some interesting points. I personally believe that a form can be extremely useful for gathering the right type of data. You say that it did not make sense in your case, but I would argue that it is more about how and what type of questions you ask. In addition, asking people what they thought about certain things right after they have tested your game, kind […]

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Blog Feedback #5

Link to Emma’s post: https://graphiccollision.wordpress.com/2018/03/11/the-wonders-of-playtesting/
My comment:
Hi!
You clearly describe the main aspects of the game that testers gave you feedback on (power up and portal to the next level). I like that you focus on two “bigger” aspects and elaborate their “evolution”, rather than describing a bunch of feedback. I believe most of us get a lot of feedback that touch a lot of different features – but there is always something that the majority of testers gets stuck on or misunderstand. […]

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Blog Feedback #5

Link to Emma’s post: https://graphiccollision.wordpress.com/2018/03/11/the-wonders-of-playtesting/
My comment:
Hi!
You clearly describe the main aspects of the game that testers gave you feedback on (power up and portal to the next level). I like that you focus on two “bigger” aspects and elaborate their “evolution”, rather than describing a bunch of feedback. I believe most of us get a lot of feedback that touch a lot of different features – but there is always something that the majority of testers gets stuck on or misunderstand. […]

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5. How did playtesting help us in our development of our game?

Since the start of our project we have had two playtesting sessions with the rest of the Game design students where we tried out each others games and give each other helpful information. We met in a big classroom and set our game and a form with questions up before we started to mingle around trying out other groups work.
Both of the sessions could have been helpful for our project but sadly we had to drop of the the […]

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Program: Graphics

5. How did playtesting help us in our development of our game?

Since the start of our project we have had two playtesting sessions with the rest of the Game design students where we tried out each others games and give each other helpful information. We met in a big classroom and set our game and a form with questions up before we started to mingle around trying out other groups work.
Both of the sessions could have been helpful for our project but sadly we had to drop of the the […]

/ Comments Off on 5. How did playtesting help us in our development of our game?
Program: Graphics

Playtesting

The two playtesting sessions seem to have been scheduled to help encourage testing in less familiar environments to get an outside perspective on the game we’re creating. As well as this, giving other people access to your game will help detect bugs or design issues that you haven’t thought about yourself. Other people play your game differently and so you can see what happens when it is played “incorrectly” so to speak. The issue we found with the Beta playtest […]

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Playtesting

The two playtesting sessions seem to have been scheduled to help encourage testing in less familiar environments to get an outside perspective on the game we’re creating. As well as this, giving other people access to your game will help detect bugs or design issues that you haven’t thought about yourself. Other people play your game differently and so you can see what happens when it is played “incorrectly” so to speak. The issue we found with the Beta playtest […]

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Comment #5

Comments On Others Blogs
Original post here: https://msmonoxide.wordpress.com/2018/03/08/playtesting/
This was a very nice and organized blog post. You started by very clearly stating Why playtesting is important, then you explained (in rough terms) how your group carried it out, your result (with both the positive and negative feedback) and lastly your thoughts on these results. It is seldom you see these really neat and professionally typed posts kudos!
If I had to mention anything to make this better, it would probably be that […]

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Program: Game Design

Comment #5

Comments On Others Blogs
Original post here: https://msmonoxide.wordpress.com/2018/03/08/playtesting/
This was a very nice and organized blog post. You started by very clearly stating Why playtesting is important, then you explained (in rough terms) how your group carried it out, your result (with both the positive and negative feedback) and lastly your thoughts on these results. It is seldom you see these really neat and professionally typed posts kudos!
If I had to mention anything to make this better, it would probably be that […]

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Program: Game Design

Comment Archives: Week #5 – Yinsong Hong, Team Flytrap

Seeing everyone’s games and the work they put into them was probably my favorite part of the playtesting as well.
It is good that you mentioned the feedback from alpha regarding the floodlight and power-up, however it would have be interesting to know how that feedback was applied in the beta. On a similar note, you talked about that you know what to polish for gold, however you did not expand on that. Even just one example would make a substantial […]

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Program: Graphics

Comment Archives: Week #5 – Yinsong Hong, Team Flytrap

Seeing everyone’s games and the work they put into them was probably my favorite part of the playtesting as well.
It is good that you mentioned the feedback from alpha regarding the floodlight and power-up, however it would have be interesting to know how that feedback was applied in the beta. On a similar note, you talked about that you know what to polish for gold, however you did not expand on that. Even just one example would make a substantial […]

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Program: Graphics

comment #5

Hey Natali,
It seems like you’ve really gotten good value out of these playtestings and that you’ve realized how important you consider them. It’s very clear what you’re communicating, but I would have loved to see something more concrete. You’re writing about giving the players a reason to use the swarm function and then a reason not to use it. I think it would be super interesting to see what the changes actually were, so that if I’m caught in that […]

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Program: Graphics

comment #5

Hey Natali,
It seems like you’ve really gotten good value out of these playtestings and that you’ve realized how important you consider them. It’s very clear what you’re communicating, but I would have loved to see something more concrete. You’re writing about giving the players a reason to use the swarm function and then a reason not to use it. I think it would be super interesting to see what the changes actually were, so that if I’m caught in that […]

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Program: Graphics

Blog Comment:5

Alexander Saleteg
Hi Alexander!
Your text started with printing a clear picture by presenting the different aspects and avatars of your game, but you could still have explained your game concept a bit more.
It was smart to recorde the playtesters voices, because the way someone says something can be just as important as what they are saying. Since your group was missing one very important aspects for your game and then choose to focus your questions on more of the mechanics instead […]

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Program: Graphics

Blog Comment:5

Alexander Saleteg
Hi Alexander!
Your text started with printing a clear picture by presenting the different aspects and avatars of your game, but you could still have explained your game concept a bit more.
It was smart to recorde the playtesters voices, because the way someone says something can be just as important as what they are saying. Since your group was missing one very important aspects for your game and then choose to focus your questions on more of the mechanics instead […]

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Program: Graphics

Week 5 – Comment

Group H, Daniel Reinsson
In the case of telling us what you have done, I think that you have written what it takes to complete this part. You have given us a real example in the game of what needs to be play tested, so you know if it’s on par with what you want to the player to feel. And sometimes you don’t get any answers that you are seeking, but this is something you can draw experience from as […]

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Program: Game Design

Week 5 – Comment

Group H, Daniel Reinsson
In the case of telling us what you have done, I think that you have written what it takes to complete this part. You have given us a real example in the game of what needs to be play tested, so you know if it’s on par with what you want to the player to feel. And sometimes you don’t get any answers that you are seeking, but this is something you can draw experience from as […]

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Program: Game Design

Blog Comment:3

Linda Khamphoukeo
Hi Linda!
I really like your text. It felt very humorous and informative. You could have talked more about the different aspects that scrum involves, like project backlog and sprint review. Otherwise you explained scrum very well and really showed how it has been beneficial for you and your groups processes. By involving scrum in your project you could create a very clear scheduled timeframe. You showed this in your text very clearly and I felt like I got to […]

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Program: Graphics

Blog Comment:3

Linda Khamphoukeo
Hi Linda!
I really like your text. It felt very humorous and informative. You could have talked more about the different aspects that scrum involves, like project backlog and sprint review. Otherwise you explained scrum very well and really showed how it has been beneficial for you and your groups processes. By involving scrum in your project you could create a very clear scheduled timeframe. You showed this in your text very clearly and I felt like I got to […]

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Program: Graphics

Blog Comment:4

William Teurnell
Hi William!
I really love that you took the time to implement the gif of your enemy characters, it lets the reader clearly see the use and differences of your enemy characters, I picture says more than a thousand words. But putting any boss fifth on delay you show that your time was well spent by working so thoroughly on the enemy units. You even gave the different enemies different cooler scheme to represent their role. Plain silver (the basic […]

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Program: Graphics

Blog Comment:4

William Teurnell
Hi William!
I really love that you took the time to implement the gif of your enemy characters, it lets the reader clearly see the use and differences of your enemy characters, I picture says more than a thousand words. But putting any boss fifth on delay you show that your time was well spent by working so thoroughly on the enemy units. You even gave the different enemies different cooler scheme to represent their role. Plain silver (the basic […]

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Program: Graphics