good games satisfy your need to feel accomplished

good games satisfy your need to feel accomplished

good games satisfy your need to feel accomplished

Why do you play games? For some people, it’s to escape from reality. For others, it’s to experience an in-depth story and interact with characters within that story. A big reason for me is to feel a sense of accomplishment like I bested something worth conquering. I have a friend who told me he loves feeling accomplished, and he gets that by doing something physically aggressive whether it’s hiking up a mountain or winning a game of Ultimate Frisbee. I laughed to myself when he told me this because I thought about what makes me feel accomplished and the first thing that came to my mind was beating a hard game or a really difficult boss that I’d been struggling with. Today in Good Game Design, we’re going to look at the Accomplishment Principle.

I’ve definitely felt accomplishment from games before, and some give you this feeling more than others. When I beat Ornstein and Smough in Dark Souls for the first time, ooh, it was like the heavens opened up. But when I beat Kirby’s Epic Yarn, a game where you literally can’t die, I was like, All right, there it is. No, I’m not saying games like this are bad. They just have different goals. Enter Super Mario 64. To truly understand this game, we need to travel back to 1996 when it was released, so put on your Alanis Morissette CD and jump in this warp pipe with me.

This was a lot of people’s first experience with a 3D game ever. Let alone taking our favorite plumber into this extra dimension, it truly was a landmark for gaming, and we’ve only enhanced how 3D games operate since then. This game brought a ton of non-gamers into the interactive medium for the first time, and even for the experienced gamers, this was a new kind of adventure. We need to look at this game through the lens of a first-time player to understand what this game has to do with accomplishment.

 

“This led to one of the most triumphant feelings I’ve ever had from a game before.”

When you first pop into this world, it gives you this wide, open area to test out what the buttons do on this crazy new three-pronged do-dad. Instead of a tutorial level or something, this is a fully interactive hub world, something fairly new at the time. Other than telling you about the camera controls because this was also new for the time, they needed some explaining. It just lets you roam around and test out what this whole 3D experience has to offer. There are no other instructions or button control screen. They expect you to mess around and figure it out on your own. This is important to the whole feeling accomplished thing, so remember that.

There’s basically no threat of danger here, so you can run around until you feel comfortable enough to enter the castle. Now, being one of the first 3D games ever, they assumed people are going to want to explore these expansive worlds, and that’s why the first level is so important. It starts you off in another big, open area, but this time, with enemies to put your skills to the test. You feel small in this giant new map, and a lot of what you see on your screen might seem foreign to you, so they start you off with things that are familiar.

The first enemy you see is a Goomba, all in his 3D glory and uglier than ever. You know what to do. This is the first enemy you see in Super Mario Bros. You jump on his head. After seeing another familiar enemy, the Bob-omb up next is a bigger, much scarier enemy, albeit, another familiar one, a Chain Chomp. Luckily, this one is tied down, so it’s not too much of a threat. You can run by this scary thing without being in much danger. Keep in mind, no one is telling you this. You’re intuitively figuring out how to get past these hurdles.

Then, when you cross this bridge, you see it, your next obstacle, a huge mountain. Remember earlier how I said my friend feels accomplished when he climbs a mountain? Well, the devs must have thought the same thing because your first real test in this new 3D space is to hike all the way to the top of this thing. Symbolically and literally, this is the first mountain you must overcome. After dodging some bubble bombs, you reach your first real fork in the road. You can go right, and try and, dodge these huge boulders, or you can go left and try to climb this steep hill.

Now, you may be different, but the first time I played, I opted to go up this hill on the left. This is important because it teaches you that you have choices and it’s completely up to you which direction you decide to go in this journey. 3D is much less limiting than 2D, and they created this level to really make you feel and understand that. If you’re especially explorative, you might find this hidden teleportation wall that takes you up the rest of this mountain. You’re rewarded for finding this shortcut in the second star of this level, but we’ll get to that in a second.

You reached the top, and this huge bomb dude is waiting for you. He gives you a little hint and says you need to grab him from behind to throw him. Even if you didn’t read the text, he picks you up if you get too close, so you can assume you have to do the same to him. This is a good time to practice your new abilities running around trying to chuck him. Three times, and you did it. The first goal in this game is a fully fledged boss fight, and you took him down. Granted he’s an easy boss, but you need this experience to fight Bowser later on.

After you’ve gotten one star, your very next challenge is to do the exact same thing, but faster by racing Koopa the Quick up the mountain. They’re teaching you how to use the same abilities you’ve just learned, but under pressure. This helps you grow as a player, and like I said before, you’re rewarded for exploring if you found the shortcut, so you get a few more stars, and the game tells you it’s time to fight Bowser. Already? I just started.

This level is much more linear, so it definitely feels like you’re leading up to something epic. Then, when you finally reach him, Bowser looks huge and scary. Again, you have to think of this through the eyes of someone who’s never seen this before. He’s faster than King Bob-omb, but you’ve learned all the skills you need to take him down from your first fight. You swing around and grab him by the tail.

Now, assuming you have no idea what to do at this point, the game allows you to mess around a bit by not letting Bowser break free after a certain amount of time, so you start moving around the control stick, and whoa, you can swing Bowser around. This is so cool. You’ve never done anything like this in a Mario game before. Normally, you can’t touch Bowser at all. You have to throw stuff at him or pull the bridge out from under him. You don’t know what those spiky things do, but if you hit one with Bowser, you’ll definitely understand. Man, it just felt so good when you did that for the first time. So accomplished. Now, obviously, Bowser isn’t dead for good, but it’s now taught you everything you need to know about Bowser for the rest of the game.

As you progress in the game, new levels unlock after you beat a Bowser fight, and these levels increase in difficulty as you go, but the ones that are unlocked in groups are about the same difficulty, which I think is nice because you could pick any of them and feel like you can succeed. It slowly amps up the challenge as you grow as a player until finally, you’ve reached the last Bowser level. By this point, you’re a master of this new 3D platforming stuff. You can jump and dive better than, well, you could earlier in the game.

In this last level, it really tests your skill and pulls out all the stops. Unlike the other Bowser levels, this one builds on top of itself, so if you fall off, sometimes you’ll get a chance to keep going. Well, sometimes, but after besting this entire game, you have one final bout standing in your way. Bowser looks meaner than ever, and this fight is nothing to mess around about. It really feels like a final boss. Bowser has some new moves, you have to hit him three times instead of one, and the whole platform starts falling apart after a while.

I remember watching my dad beat Bowser for the first time and watching him have that sense of accomplishment I strive for so bad, I knew I had to complete this task as well, and I did. After a heart-pounding, sweat-inducing, long, long fight, I finally lined up my throw enough to launch Bowser into that final bomb. I jumped and danced around the room for the entire ending. I had never felt more accomplished at my young point in life.

You see, this game lets you discover what methods worked best for you and grow your own ability as you play through these memorable levels. There wasn’t a perfect way to play. You figured out all the secrets and tricks on your own. This led to one of the most triumphant feelings I’ve ever had from a game before. It laid out the challenge right away by giving you a taste of Bowser early on and kept you striving to reach him again until you bested this foe.

Part of this could have been the fact that I was so young or that the graphics were so revolutionary, but Super Mario 64 has a special place in my heart because it’s really the first time I think I truly fell in love with video games. I wasn’t particularly amazing at anything else at the time. This was how I could feel accomplishment with something. Maybe you’ve had an experience like this before as well. Have you ever beaten a game or part of a game and felt such overwhelming accomplishment you just felt your heart wanting to leap out of your chest? Tell me about it in the comments below. I want to hear it.

Now, assuming you have no idea what to do at this point, the game allows you to mess around a bit by not letting Bowser break free after a certain amount of time, so you start moving around the control stick, and whoa, you can swing Bowser around. This is so cool. You’ve never done anything like this in a Mario game before. Normally, you can’t touch Bowser at all. You have to throw stuff at him or pull the bridge out from under him. You don’t know what those spiky things do, but if you hit one with Bowser, you’ll definitely understand. Man, it just felt so good when you did that for the first time. So accomplished. Now, obviously, Bowser isn’t dead for good, but it’s now taught you everything you need to know about Bowser for the rest of the game.

As you progress in the game, new levels unlock after you beat a Bowser fight, and these levels increase in difficulty as you go, but the ones that are unlocked in groups are about the same difficulty, which I think is nice because you could pick any of them and feel like you can succeed. It slowly amps up the challenge as you grow as a player until finally, you’ve reached the last Bowser level. By this point, you’re a master of this new 3D platforming stuff. You can jump and dive better than, well, you could earlier in the game.

In this last level, it really tests your skill and pulls out all the stops. Unlike the other Bowser levels, this one builds on top of itself, so if you fall off, sometimes you’ll get a chance to keep going. Well, sometimes, but after besting this entire game, you have one final bout standing in your way. Bowser looks meaner than ever, and this fight is nothing to mess around about. It really feels like a final boss. Bowser has some new moves, you have to hit him three times instead of one, and the whole platform starts falling apart after a while.

I remember watching my dad beat Bowser for the first time and watching him have that sense of accomplishment I strive for so bad, I knew I had to complete this task as well, and I did. After a heart-pounding, sweat-inducing, long, long fight, I finally lined up my throw enough to launch Bowser into that final bomb. I jumped and danced around the room for the entire ending. I had never felt more accomplished at my young point in life.

You see, this game lets you discover what methods worked best for you and grow your own ability as you play through these memorable levels. There wasn’t a perfect way to play. You figured out all the secrets and tricks on your own. This led to one of the most triumphant feelings I’ve ever had from a game before. It laid out the challenge right away by giving you a taste of Bowser early on and kept you striving to reach him again until you bested this foe.

Part of this could have been the fact that I was so young or that the graphics were so revolutionary, but Super Mario 64 has a special place in my heart because it’s really the first time I think I truly fell in love with video games. I wasn’t particularly amazing at anything else at the time. This was how I could feel accomplishment with something. Maybe you’ve had an experience like this before as well. Have you ever beaten a game or part of a game and felt such overwhelming accomplishment you just felt your heart wanting to leap out of your chest? Tell me about it in the comments below. I want to hear it.

free to play games can make money

free to play games can make money

free to play games can make money

I know we’ve talked a lot about Free2Play in the last year but as it becomes clearer and clearer that it’s going to be one of the predominant ways that we pay for games in the next decade, it becomes increasingly important that we, both as designers and as consumers, explore the ins and outs of this model. Unfortunately, something like 85% of the Free2Play games we see out there are just doing it wrong. Now 85% may sound hyperbolic, a wildly high estimate, but anyone who’s seen our other episodes on Free2Play games knows that we fundamentally believe in the model. Done right, we think it’s better for everyone, developers and consumers alike. We have no desire to throw the Free2Play industry under the bus here but after looking at all the Free2Play games he’d played or worked on in the last year, James concluded that the vast majority were approaching Free2Play in a way that is detrimental for the player and the company alike. It all stems from one place; a complete lack of underlying design philosophy.

You see, too many Free2Play companies still conceptualize paying for a game and experiencing the game as 2 fundamentally different things when instead they should see monetizing as part of the experience. So often, very little high-level thought is devoted to how the monetization experience feels to the player. It may sound silly, it made sound simple, but very often one of the first things James has to do when working with Free2Play companies is have them set an underlying design philosophy that’ll help them guide all decisions around monetization. The philosophy he goes with is this. The player has to enjoy spending money on your game. This seems so basic and yet the vast majority of Free2Play games currently on the market fall rather into one of 2 completely opposed camps. They are either a) games were it’s actually far more enjoyable not to spend the money on the game or b) games that try to force the player to pay money rather than giving them a reason to want to.

“For most of our history, human technology consisted of our brains, fire, and sharp sticks.”
Let’s talk a little about each of those. First, games where it’s actually way more interesting to not spend money on the game. You’ve all probably played one. You know, games where the most interesting challenge is to see how far you can get without paying money. Games where it’s way more compelling to figure out all the ways you can get the fancy gear or compete with the paying players without spending a cent. Games where all the challenge disappears when you pay, where a system that was before a crafty puzzle that you felt clever for solving just becomes dull and routine because you bought a fast track to the finish line. These types of games fail not because they aren’t good for the player but because the player, by definition, won’t enjoy spending money on the game. Why would they want to? Working around the pay system is often actually a more engaging challenge than the core game plan of these games and so the player never has a reason to monetize. In fact, it’s in their best interest not to.

While this may be a lot of fun for the player, at least for a little while, it fails completely as a monetizing strategy and that failure actually ends up having negative consequences for the players too. Without a high conversion rate or a substantial revenue from their users, most of these games tend to fade away or simply stop being supported by the company that built them. Because the game isn’t earning enough to justify the investment, the developers slow down the number of updates or simply cease adding new content all together, just letting the game continue to shuffle on and provide the last few drops of revenue it can until it does. That sucks for developers and players alike and yet it’s the inevitable result of that underlying design philosophy because while many such games are just the result of careless monetization design, many others were designed that way out of fear of being seen as the other type of Free2Play game; the game that feels like it’s extorting you.

We’ve all played that second type too. These are the pay to win games or the games that let you invest 20 hours and then hit you with a pay wall that essentially requires that you pay up to continue. These games stem from a design philosophy that doesn’t really consider you to be a player so much as a source of revenue. It’s game design done by accountants rather than designers and it’s inevitably destructive. It’s the complete divorce of play from pay and the worst thing is at first this type of monetization appears to work. Many of us have, at some point, grit our teeth and paid for some stupid thing we felt like a game was forcing us to pay for and we resented it and that niggling resentment stuck somewhere in the back of our minds and made the whole experience worse until at some point we hit yet another monetization squeeze and just threw up our hands and said screw you guys, I’m done.

This is the worst possible experience but because it forces monetization so hard it will get a comparatively sizable number of players to convert early on and so it will appear to be very successful until a year down the line when it becomes clear how many players it’s forced out of the game and how much it’s segmented its own community. This is the method that zynga went with in many of it’s games and this arc can very clearly be seen in many of its products. Unfortunately, because this method appears at first to work if you’re simply looking at raw numbers and because from a design perspective this doesn’t require a great deal of effort or skill from the team, the extorted version of Free2Play is something that much of the industry decided to emulate and this is what led to the bad reputation that Free2Play has gotten which in turn now drives many customers away from the Free2Play model entirely. That’s bad for everyone.

We have got to find a way past this manipulative strategy as it leaves us with nothing to build on from a business perspective and it’s becoming less and less effective anyway as consumers are getting savvier. How do we avoid the pitfall of making it more engaging for the player to game the Free2Play system than to pay money while at the same time not falling into the trap of making your player feel like the game is extorting money from them at every turn? Well, it’s different for every game but it all comes back to the central philosophy of creating an environment where the player’s happy to spend money on your game. Think about when you back something cool on Kickstarter or even buy something at a regular game store. You’re excited. You’re happy to spend that money for something that you’re just glad exists. Sure you might rather it be free, I mean that’s probably true about everything, but you don’t mind paying for it. In fact, you’re often very happy just to be able to buy that thing.

That’s what a player should feel in a good Free2Play experience. The best of these experiences feel like buying a toy or a model or something to treasure. Something that you want to own just for the sake of owning it and every time you look at it it makes you smile. For any of you who have played Warhammer or maybe even HeroClix, you know how that feels. Games like League of Legends really capitalize on this well. But things to own aren’t the only things we treasure, so are experiences. Sometimes the experiences games can sell us are big things like a new [inaudible 00:05:38] mystery in the Secret World, which I would eagerly buy and then lose myself in like getting a new season of my favorite TV show, but as a developer you can’t always provide that new large-scale adventure or episode so what else can we do?

Well, just as an example that I particularly love, there was an item I saw once in a Korean MMO called the money bomb and it was this item where when you used it it exploded into goodies like a popping pinata. Now, the buyer of the money bomb couldn’t pick up any of the goodies that popped out but everyone else around you could and people loved buying these things because someone would walk into town and throw one of these babies down and it would just turn into a party. The person who bought the money bomb would get tons of love from everyone around them and often other people would announce that they were going to go buy one too. Soon the town square just turned into an impromptu online festival. People loved buying these things. They enjoyed buying them. They didn’t resent the money spent or feel like they had to spend that money and it wasn’t actively more fun to not buy them. Fantastic design.

When building a Free2Play game, don’t think about the money first but build a good game and the money will come. Don’t base your design around fear of being perceived as extorting players either. Instead, build your game around finding joy for the human beings playing your game. What will make each purchase something the players happy to do? What’ll make each dollar spent feel completely worth it? What will make finally spending your money feel like buying that thing you saw in that store window and longed for every day for a year until you finally saved up enough to buy it? That’s where you should root your Free2Play design. That’s what’ll make Free2Play a great model for everyone involved.

how much depth goes into making a good puzzle game

how much depth goes into making a good puzzle game

how much depth goes into making a good puzzle game

James recently had an aspiring designer come up to him and say, “Man, puzzle games are easy. Anybody could make a Bejeweled clone.” He wasn’t entirely sure how to respond to that. Stating that making a type of game is easy is something you never want to do as a designer. For one thing, it’s a misstatement. Making a good game is always hard regardless of genre. Making sweeping statements like that shows a lack of curiosity, plus it devalues a lot of people’s work and it demonstrates that you’re only examining games on a surface level.

James didn’t want to be too hard on him because well to be fair, this is a rather common attitude out there on the interwebs. He sat the guy down and walked him through an exercise that James often goes over with his students at DigiPen, and then we realize , “Hey, we could totally go over that exercise here.” Get yourselves ready. This is the first extra credits practicum. Kind of surprised it took us 74 shows to do one.

To get the most out of this episode, especially if you’re hoping to get into game design someday, I’m going to strongly recommend that you pause a lot and do each of these little exercises as they come up. Don’t worry. I’ll warn you and play a little music when it’s time to pause. For the rest of you who don’t feel like doing math right now, that’s cool. You’ll still be able to follow along. Oh, and before we start, I want to give a big shout out to our friends at PopCap. First, you guys are awesome and you make awesome things. Second, I hope you don’t mind me deconstructing one of your games here.

All right. Today, we’re going to go over the web version of Bejeweled 2 because I know everybody can access that for free. You can find it over on the PopCap site. If you are participating in today’s exercises, go start up a new tab, get it fired up, and load up classic mode. If you’ve never played Bejeweled before, pause us for 10 or 15 minutes and get the basic mechanics down. We’ll wait. First pause starts now.

“A slightly lazier designer who didn’t shuffle the board between rounds would’ve created a totally different and probably inferior game. ”
We’re back. Now the first thing to remember when analyzing a game is that as game designers, we are scientists. We engage in the scientific method. We find a question we want to explore, we form a hypothesis, we test that hypothesis against empirical data, and then iterate on that hypothesis based on how it fits with the data we’ve acquired. Let’s start with a question. How does Bejeweled 2’s leveling system work?

First, we need to form a hypothesis and then test that hypothesis against a real world data you acquired from playing the game. For example, you might guess maybe beating a level is determined by the number of moves you make on that level. When you make enough moves, you progress to the next level. All right, so you’ve got your own hypothesis in mind? Awesome. Now pause us and go test it out.

You’re back? Cool. How did it go? Was your hypothesis correct? You probably found that progressing through levels is actually determined by the player’s score. Now we need to dig a little deeper. We’re going to try to understand if there’s a purpose behind this system. The first thing we’re going to do is establish how many points does it take to complete the introductory levels? It’s time to collect some data ie. play some games. Pause this, go beat the first six stages, record your score, and come back. Go.

All done? Great. Now to those scores. I’m going to do something here you should never actually do and I’m going to round these numbers a bit to make the math easier for the show’s sake but you should never do that. Bad designer. No.

All right. On to the numbers. To beat level 1, it takes 500 points. To beat level 2, it takes 1,500 points. To beat level 3, it takes 3,000 points. Level 4 takes 5,500 points. Level 5, 8,800 points. Level 6, 13,200 points.

A designer should always be thinking about how the player experiences the game. How does the player experience those numbers? What would we have to do to our current data set to make it more accurately represent the player’s experience? Well the player rarely starts at level 1 thinking, “Oh man, only 13,200 more points till I reach level 7.” No, no, no, no. They spend much more of their time thinking how long until I beat this stage. Were going to have to take the difference between each level value to see how long it takes to get from one level to the next, much more useful than simply looking at raw point values required to get to a given level. Pause, do the math, and come on back.

You got it? Here’s how the numbers should break down. It takes 500 points from level 1 to level 2. It take a thousand points to get from level 2 to level 3; 1,500 points to go from level 3 to level 4; then 2,500 points from 4 to 5; 3,300 points from level 5 to level 6; and to get from level 6 to level 7 takes 4,400 points.

Now that we know how many points it takes to get between the first few levels, we can say it gives us a weird, slow exponential curve. Now what? How do we make this data useful? Well, let’s return to the player. What other system affect how the player experiences this system? Well of course, the scoring system. Now we have something else we need to get data on. How many points does matching 3 gems on any given level earn you? How about matching 4 gems on any given level? How about matching 3 gems and chaining into another set of 3? Pause, grab some data, come on back.

You got it? Awesome. Matching 3 gems at level 1 will give you 10 points. Matching 3 gems at level 2 will you 15. Matching 3 gems at level 3 gives you 20 points, then 25 points, 30 points, and at level 6, it gives you 35 points. We see that all other block combinations simply give a multiplier to this match 3 base score. How does the player experience the conjunction of these two systems?

To put these two systems together, we’re going to have to divide the amount it takes to get to the next level by the amount of points that a base match 3 will get you on any given level. Now you may ask why we’re doing that. What will the number we get out of that mean? If you guessed it will define how hard the level is, you’re dead on. There’s another important variable here. What helps define difficulty? Your losing condition. In Bejeweled 2 classic mode, what’s the losing condition? When you can’t make any more moves.

Also worth noting is that at the beginning of every level, the board is shuffled. I’ll leave it to you guys to piece out why on average, making a valid move in Bejeweled leaves fewer total valid moves on the board. Just assuming that’s case, the number we’ve now come to, the amount of points to progress to the next level divided by the base points on a given level tells us directly numerically how challenging we can expect the given stage to be. What’s amazing about this system is the level of control over the difficulty it gives to the designer. You can see it right there in our initial data set. PopCap took a vaguely exponential set of numbers, used a completely linear number set to smooth out that exponential curve, and then tweaks the numbers wherever play test told them that players were having a hard time or not being challenged enough.

For example, if you’ve been doing all the math with us up to this point, you may have already noticed that the increase in difficulty from level 3 to level 4 is much greater than for level 4 to level 5. This relatively complex system is totally invisible to the player. To them, it simply feels like they’re progressing since the system is built to continuously increase the amount the player is rewarded and make them feel empowered without breaking the difficulty curve. In fact, its this system that let the designers construct Bejeweled carefully hone the challenge curve, but this entire system is dependent on the lose condition and board re-shuffling it every new level. A slightly lazier designer who didn’t shuffle the board between rounds would’ve created a totally different and probably inferior game.

The really incredible thing is that you’ll see players who’ve played a lot of Bejeweled no matter causal, no matter how uninterested in strategic thinking, playing around with this system. Ask any long time Bejeweled player, and they’ll tell you not to use your special gems until you need them since they carry over between levels. If you ask them why, they’ll probably tell you, “Well, because it’s better,” without a word about the math going on under the hood. The math ensures that that’s the way things work, and it also ensures that they get a sense of that for playing.

Also, if you really want to know how deep this rabbit hole goes, answer me this. How much harder is it to make your first match on level 5 as compared to level 1? That’s correct. No harder at all but your road for doing so is vastly increased. This system is even designed to make you feel like a bad ass every time you get to a new level just by the way they combine their point system and their lose condition.

You can see the depth of thinking that goes into making a good game, puzzle game, or any other kind. The next time you hear someone trying to claim that building little puzzle games like this is simple, you will know better. Just for the masochists out there, here’s a little easy homework assignment for you. See if you can figure out what they changed in Bejeweled 3 or the Facebook version of Bejeweled and then see if you can figure out why. If you’re ever feeling stumped, just come back to the golden question: how does the player experience this?

The play test is one of the most important parts of game design

The play test is one of the most important parts of game design

The play test is one of the most important parts of game design

The play test is one of the most important parts of game design, but it’s also one of the hardest things to do well. There’s a lot more to getting useful data out of your players, than simply sitting them down in front of your game. Today, we’re going to talk about playtesting. This isn’t the same as the bug testing you would do if you’re a professional tester. I’m talking about the user feedback type of play test, that designers do to help us understand the real quality of our games.

Unfortunately, many young designers seem hesitant to go out and playtest. They often feel like their work is not ready to show yet, or that people just won’t get it, or the playtesters are only going to give them feedback they already know. Maybe, it’s just that showing your work to other people is really tough. It’s like reading them your poetry, or playing them a song you wrote. By conducting a playtest, you’re kind of putting yourself out there. The first major challenge in a designer’s career, is to overcome this shyness, to fully invest yourself in your work, without getting your pride tangled up in it.

At playtest, people will say negative things about your design. They will tell you all sorts of things you already know should be in your game, but that the team just hasn’t gotten to yet, or you simply don’t have the budget to do. It’s important that you don’t reject any of this feedback. Don’t get defensive, or try to explain to the player what will eventually be in the game, just embrace it all openly. Write it all down, and really listen, because all of this information has uses. You have no need to justify yourself to anyone. Your only job is to put out a good game, and the only way to do that is with feedback.

Once you’ve steeled yourself for all the criticism to come, the second thing to know about playtesting, is that it is never too early to do it. As soon as you have a prototype, as soon as you have squares moving around on a screen, you can test. In fact, James will often run tests well before, he’s even got anything digital to work with, creating a prototype out of a deck of cards, or even getting a bunch of people to run around a room can yield valuable data. Many times, design students will tell them when they go to playtest early in the depth cycle, that all anyone tells them are things they already know. That just means they aren’t looking at all the data.

“As soon as you have a prototype, as soon as you have squares moving around on a screen, you can test.”
As a designer, you have to observe everything. If all you’ve taken down are just the words your testers said, you haven’t looked closely enough. The order that people give their feedback in, is almost as important as what they’re actually saying. It tells you what’s most important to them, and where in your experience they encountered these issues. Make sure to listen closely. You’re going to be naturally biased about your game. You have a set of things that you know are wrong with the game, that are on your to do list to fix, so when a tester describes something similar to a problem you already know about, it’s remarkably easy to subconsciously think, “Yeah, yeah, I know about that one. I’ve already taken care of it, no problem,” when they actually might have been talking about a different problem entirely.

Additionally, early testing gives you data that you’re going to need for later. Each time you test, you’re going to see if the adjustments you made to the game, made the issues you encountered better, or worse. To do this, you need as many data points as possible. The longer your trend line, the more in depth your understanding will be. One final word about early testing. You may be wrong about your game. Embrace that. You may well find that what you thought was the core engagement of your work, wasn’t what people actually found engaging. Don’t reject that, that is the most valuable data you can get. As anyone who has built a game will tell you, the earlier you make changes, large or small, the cheaper it is to make them. Don’t cost everyone else on your team weeks of work, just because you were afraid to playtest early.

Now, let’s go over a few quick and dirty rules of how to test. First, try and talk to your players as little as possible. Anything you say to them, biases them, and prevents you from getting good data. You may feel the need to explain your game before starting, but resist that urge. Let them take a crack at it, before you tell them what they should be doing. This will allow you to observe what they naturally want to do in your experience, and gives you a better sense of where they get stuck, or what needs to be explained. Once they’ve had a go, or 2, then you can inform them.

When observing them, listen carefully for when they vocalize. Anytime your game draws an utterance from them, a sigh, a gasp, a thoughtful hmm, you’ve either done something right, or something very wrong. Also, try and see where they spend most of their time looking in your game. It will give you deep clues into what they feel is important, and what data they felt like they had to spend most of the time processing. Admittedly, this can be a very hard one to do, and you’ll often have to resort to asking the player, unless you can get all high tech and have a camera set up to record the session.

Additionally, create a test survey, rather than trying to get everything from simply talking to your players afterward. This will not only allow you to get data from a lot more people at once, it’s also unbiased data that can be cleanly turned into metrics, if you give your playtesters a 1 to 10 scale question, which I highly recommend doing. It puts less of a burden on your playtester, than making them write out whole paragraphs. It gives you an easy way to know if you’re making changes for the better in future tests. Just watch to see if the numbers trend upward or down. Just be sure to leave the playtesters room for comments at the end too, because that’s also helpful.

When you do talk to your testers, just be aware that as human beings, we all have a tendency to jump to solutions, rather than stating the underlying problem. When a playtester offers you a solution, like, “There aren’t enough power ups,” really dig in, and try to establish what underlying problem they are trying to solve. You’ll often find, it’s something else like, “My gun doesn’t feel powerful enough,” which may require a totally different solution than the one they offered.play-test

Lastly, be aware that we are all hardwired to avoid suffering, so make sure you’re testing in an environment where you tester feels okay walking away from your game. If you lock them in a room, or even have them in an environment where they feel socially compelled to play, they’ll try to make the best of it. They’ll try to get into your game. That will deny you one of the most important data points you can get, where your player gives up on your game, or walks away to do something else. Remember when you launch your game, you’re not only going to be competing with all the other games out there, but with every book, every movie, every TV show, even the the internet itself, so your game better be ready for it.

If you don’t have to worry about NDA’s, it can often be fun to grab several of your other game making friends, and test as a group. That at least gives your players other options for what to do with their time. Before we wrap this up, let’s talk about who to test with. Test with everyone, but know that the test results you get vary in value. For example, you are the worst tester of your game. You’re just too close to it. You’re naturally going to test your own game a thousand times over the course of its creation, but that sort of testing only goes so far. There’s all sorts of things that you’re going to get used to, things that will become second nature to you, that will seem totally alien to anyone picking up your game for the first time, so you need other people.

As a rule of thumb, if you think the difficulty on your game is just about right, it’s probably way too hard. Next, family and friends. Second worst testers. They’re biased, they can’t help it. Next comes the hard core. Hard core players are often the most willing to test but unless they’re the only audience you’re looking for, and they are a niche, you need to find other testers too. As hard core players, we simply have too much ingrained in us from the thousands of hours we spend playing these things. You’re really looking for people without preconceptions or biases. People who like games, but aren’t in any way invested in them. Strangers who owe nothing to you, or better still, know nothing about you.

Who makes the best tester? In my experience, little kids. They may not be your audience, but if they are, you can always count on them to be open, eager, and 100 percent honest. I hope that was useful, good luck honing those games to perfection.

Why schools should be like video games | Part 2

Why schools should be like video games | Part 2

Why schools should be like video games

Welcome to Part 2 of our series on how games can be used in education. Last week we talked about how games can free us from a fear of failure and make homework a learning opportunity rather than just an assessment by giving students the instantaneous feedback they need to freely discover and explore. This week, we’re going to talk about what that instantaneous feedback does for teachers and how games can help us give each student the lessons they need.

One of the biggest problems with schooling is that classrooms are simply too big to give each student the personalized attention they need. This is true of almost all modern classrooms, not just the overcrowded 60-person classes we sometimes think of when people talk about our educational crisis. Now, many of you who are watching this are probably much better, more experienced teachers than James but when he talks about it, he feels pretty strongly that it’s very hard to give 100% to more than 10, maybe 12 students at a time. Any more than that, and it gets difficult to understand where each student is struggling and to craft lessons for each of them on a personalized basis. Yet, this is what games let us do.

You see, one of the great struggles in trying to educate a nation whose population numbers in the hundreds of millions is that we have to create a standard curriculum for everyone. This is in many ways fantastic. It helps ensure that all schools are teaching up to a baseline level. It allows teachers to share ideas about curriculum nationwide. It creates a standard set of knowledge that colleges and universities can then build from, but it’s not right for everyone.

“They can allow us to serve the needs of each and every school child individually rather than having to hope that our universal standard works for them.”
In fact, you can pretty much guarantee that it’s not perfectly right for anyone, and this is especially important in education as often when you hear someone say something like, “I’m not good at math.” It’s not that they aren’t good at math but rather that at some point in their education, some part of the curriculum didn’t make sense to them and they got left behind. That small gap in their understanding just compounding over time as the class had to move ahead.

This problem could, of course, be corrected if teachers had both the information they needed to identify where each student was struggling, and the ability to tailor their assignments to each individual student’s needs. Clearly, that’s ludicrous in the context of modern schooling. No teacher will ever have time in the classroom to make specialized assignments for each student, and often they don’t even have the data they need to pinpoint what tiny sub-concept a student is struggling with.

Not so with games. Think about games as they stand today. Think about how many metrics games already take. We know wherever you click. We know how long you stood waiting to make a jump or how many people died on that one ledge. We can take in vast amounts of data and if we want, dynamically alter the experience based on that data. At the simplest level, we’ve all played games whether or not we realized it at the time, where they adjusted the difficulty on the fly based on our performance.

On the slightly more sophisticated level, we have things like the director in “Left 4 Dead.” Now think about using that for education. Imagine a child going home each night and the game being able to feedback massive amounts of data to their teacher, automatically calling out anywhere the child is struggling or highlighting places where they excel. Imagine it doing more than that. Imagine the game they play actually choosing challenges for the child based on this data. Imagine one child being assigned something that helps shore up their understanding of cross-cancelling fractions while another gets a little more time focusing on the order of operations.

Imagine the game actually being able to send the child through micro-tutorials on that subject if changing the play by itself wasn’t enough. Finally, imagine the game being able to put a special flag on the assignment so it immediately got noticed by the teacher if the systems within the game weren’t enough to help the student through whatever they might be struggling with. Games could automatically tailor assignments for us based on our needs without overburdening teachers who are already stretched to the limit, and it could give teachers so many more tools to understand where their charges may have misunderstood a lesson or missed a fundamental concept.

This may sound wild, like it would take an incredibly extensive games system, and it would but nothing beyond what we’re already capable of. In fact, when you consider that every student in America would be playing the thing, immediately making it the most played game of all time, producing a game like this suddenly sounds incredibly economically efficient. When we stop thinking on the scale of entertainment and start considering the size of the public school system, an endeavor like this, while by no means trivial, becomes completely reasonable. It would take a great deal of time and effort. It would require an incredible amount of work with teachers and subject matter experts, and even when, would probably need some trial-and-error before we got it right, but it’s no means outside what we’re already capable of.

When someone asks you why we should have games in school, beyond making them more engaging, you can tell your interlocutor that games allow us to provide teachers with incredible amounts of data to work with to better understand the learning needs of the children in their care, and that games, if we were willing to push for doing it, could allow us to automatically adjust assignments on the fly. They can allow us to serve the needs of each and every school child individually rather than having to hope that our universal standard works for them.

SCHOOL OF GAME DESIGN