Technical Playtest

Since most people were not prepared to playtest for the gameplay prototype (February Break), this will be your first real playting session of the semester. However, since we are pre-alpha, the session is still very informal. Today is just an excuse to have some fun and play some games (or game prototypes).

Once again, we ask that you bring at least two devices (laptops or mobile) capable of running your prototype. If this is not possible, please contact a staff member before this lab is held.

Note that this discussion might be held before your in-class presentation*. In that case, we still want you to bring your prototype for playtesting even if it is not 100% finished. Because of the challenges with running mobile prototypes, you will get better feedback faster if we can play your prototypes in discussion.


Playtesting Session

You should set up your machines so that you have two copies of your game running in close proximity of one another. This will allow us to maximize the number of people playing a prototype at any time. Once you have set up, the class will proceed as follows:

  • One person in your group should be designated to stand by the device.
  • Everyone else in your group should play another gameplay prototype.
  • The designated member should take notes and elicit feedback as others play.

Even though your prototype should be available on multiple computers, you only need to have one person stationed with them (this is why they should be close together). You should swap out the attending team member so that it is not the same person for the entire class period.


Two-Week Report

The other major activity this week is the two-week report. If you finish playtesting early – which can happen because technical prototypes are still a bit simple – you may start work on the two-week prototype. However, we want you to make a good faith effort at playtesting (at least 20 minutes) before starting work on the report.