Games Studies - Project 02: Playtests and Final Project

Week 06 - Week 12

Ahmad Firas Bin Ahmad Fisal | 0345121

Games Studies | Bachelor of Design (Hons) in Creative Media

Project 02: Playtests and Final Project


INSTRUCTIONS


REQUIREMENTS

In anticipation of your playtest next week, please do the following:
  1. Prepare the alpha game prototype for the playtest - The physical pieces, boards, cards, dice etc.
  2. Handcraft the items if you can't reuse existing pre-made game pieces. But keep the design simple and ugly!
  3. The most important thing is the game's rules and set-up
  4. Use the time in class today to play a round or two of your game.
  5. Take notes of the strengths and weaknesses of the game as you play.
  6. Record the gameplay session for further observation study.
  7. Analyse these for improvements
  8. After you're satisfied with the playtests, answer this feedback survey. The inputs will help you to adjust and improve the game's playfulness further.

Week 06 - Pre-Alpha Playtest

We have prepared as many physical pieces as we could such as the board, the cards, dice, tokens, etc. Though they are hideous due to being completely craft-looking DIY pieces prepare ourselves for the Pre-Alpha playtest which will have the original creators of the game test the game with each other to see how it goes.

Pre-Alpha: Preparation

Because our game involves quite many action cards with different functions, we decided to ditch the traditional testing of our game that involves us moving through the board which would take quite longer to finish a single playtest, we took the non-traditional route for this pre-alpha playtest by playing and observing the actions cards to see if we have a balanced amount and to further our exploration to the current state of the game.

Action Cards - Planning and Execution

We also focused on checking on game rules too, to see if our rules are up to expectation to provide seamless and positive gameplay experiences.


Game Rules 1.0

Game Rules 1.0

Findings and Official Feedback:

We have found that our game requires a lot of consideration on the logistics of the game, such as how many cards we should have for this particular action card, and how many dice to have to balance out the game, all of these are required to be considered meticulously. With that being said after the Pre-Alpha playtest among the co-creators of the game, we went back to the drawing board and rediscussed these features so that the following playtest involving external players would have smoother gameplay.

Feedback from Miss Anis;-

  • Good post-game experience
  • Consider heightening the immersion of the game. (other punishing penalties, more competitive, etc.)
  • The social presence of the game was satisfying and dynamic
  • Our game could benefit from a playstyle that challenges your players' usual intellect and subjective emotions. (more dramatic, punishing penalties)
Key Findings: More competitive, dramatic, emotional, morale-questioning playstyle.


Week 07 - Alpha Playtest

With the amendments from the previous playtest being implemented in the current Alpha playtest, new players from different groups would now be trying out our game using the same original prototype pieces because the main goal of this alpha playtest is not for aesthetic purposes. Still, instead, it is to observe how other players would play our game and receive their feedback so we could improve them before the final playtest, Beta Playtest.

Because we have other players who are not involved in creating this game, the feedback we received for the game was as raw as it could be so we really depended on this Alpha playtest to see our major flaws. Fortunately, with one of the group members being the observer of the game and also myself as the player guiding the other players in playing the game, we could see several flaws in the game mechanics which helped us in making further improvements. 

Alpha Playtest - Preparation

Alpha Playtest - Session Overview

Aziera and I were the co-creators who decided to stay and be the ones who would explain the whole game as we played along and Aziera was the one who would be the silent observer to observe any flaws or key takeaways from this playtest. I would say that I did a great job in becoming the Gamemaster as the other 3 players from different groups were able to understand the game after 2-3 rounds of directing the game. 

Findings and Official Feedback:

We have found that generally, the players enjoyed the game however the major flaw in this game is that since there are no empty boxes on the board game and the dice with the action card symbol which prompted them to consistently get the challenge cards instead of focusing more on moving forward in the board game. Because of that, this was the major takeaway we jotted down for better improvement in the Beta Playtest. However, the players did mention that it was great as an Alpha Playtest because they get the objective of the game and the competitiveness to gain the most number of Moral tokens. What was recommended to be improved was the mechanics of the game but not the objective of the game which was a good thing because it would give us a major setback if we were to change the objective and the main concept of the game because changes to the game mechanics such as introducing empty boxes and the rest are expected. After all, this is only the Alpha Playtest.

Feedback from Miss Anis;-

  • Boost the immersion by aligning motives with gameplay, strengthening the connection between mechanics and playful experiences. (This is due to the excessive chances of getting the challenge cards which distracted them from the main goal of the game.)
  • Consider refining the game rules for increased dynamism, mirroring real life with a touch of ironic humour.
  • Introduce challenging elements to the game mechanics to enhance stimulation and excitement.
  • Keep the players engaged and motivated by making the gameplay competitive and filled with excitement.
Key Findings: Refining game rules, Challenging elements and game mechanics

The video attached is a snippet of how the Alpha Playtest went:



Week 08 - Week 12: Beta Playtest and Final Design (*Design preparation and Playtest analysis)

Improvements that we have made in the Beta Playtest after analysing our observations and findings from the previous session were as follows;
  • Introduced penalty cards
  • Added 2 more powerful good/bad 'Fate' Cards, while multiplying the number of the cards to increase the chances of drawing.
  • Improved the character's ability cards.
  • Improved the game design (overall).
  • Improved the box of the board game.
  • Provided a token pouch for each player to organise it well.
For the preparation of the Beta Playtest, we have discussed the final design we wanted it to be because there are major changes we have implemented for the final project and testing (Beta Playtest)

Beta Playtest - Final design discussion

Beta Playtest - Items purchasing

Beta Playtest - On-hand designing

- New board game design to complement the feedback of making the game more balanced by introducing empty boxes.
- Restructured the design of the dice.
- To complement our added features such as the penalty marker and system.

The video attached is a snippet of how the Beta Playtest went:


Feedback from the players;
  • Players really enjoyed the game features and experience.
  • By only using the rule book, they manage to set the game by themselves
  • Players can understand the game's rules well thanks to the comprehensive rule book.
  • The game becomes faster and smoother now with the improvements made.
  • They suggested that the bad moral tokens should get more punishment to make the game much better than it already is.
Before we move on to the Final Design, I'll attach the design file in PDF to showcase all of the design elements that were able to make this tabletop game a success.


- - Final Design

After the Beta Playtest testing, we were given one last chance to do amendments to our project which will be the final iteration of the board game. We have taken advantage of the 13th week when we don't have a physical class and decided to use this time to create our final presentation slides and video demonstration of the game. This is also when the final iteration was made thoroughly. 

Final Design - Physical game preview

Final Design - Video demonstration preview

Major Improvements:
  • Getting 3 Bad Moral tokens not only results in penalties for players but also they have to give away 2 Good Moral tokens back to the token stash.
  • We have also changed the abilities of the character cards;
    • Persuader - The player can persuade a player of 3 Bad Moral Tokens once per game (which will result in an immediate penalty and subsequently follows the rules of getting a penalty where players are required to give away 2 Good Moral tokens back to the token stash.
    • Time Travel - The player can use its power twice per game.
  • We have removed one challenge symbol from the dice. (Initially, there are 2 sides with a challenge symbol)
We also went back to the printing shop to re-print our rule book because the previous quality was quite bad due to miscommunication at the time of printing. Character standees were also improved with a much stronger foundation where we used wood and carved it ourselves to slot in the character cutouts.

Final Presentation Slides and Video Demonstration will be attached below this statement;

Morals On Tracks by Group 09

Video Demonstration: Click Here!



REFLECTION

Group 09 - Final Presentation

This module is living proof that a module could be taught at a slower pace but really impactful in terms of the knowledge we would get. The way Miss Anis handled and arranged this module was really successful. I feel like I wasn't pressured in a learning environment as much as the other modules where the modules are structured to constantly unnecessarily push design students trying to navigate these modules for the first time. It can be demotivating and make us lose interest in a particular module if it's done that way. However, that is not the case with Games Studies. I hope that the juniors will be able to experience this as well because we seniors can understand the frustration of having a learning environment that is not catered for true design beginners trying to find ways to excel.


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