During the process of adapting a tabletop game, we often go through a special phase, a phase of self-doubt that many game developers face.
During the process of adapting a tabletop game, we often go through a special phase, a phase of self-doubt that many game developers face.
We ask ourselves: Is this game really fun? Will players enjoy it? What problems does the game currently have? What adjustments need to be made for further development? How can we find answers to these questions? User testing helps us by gathering feedback from real players to understand whether the game is fun, clarifying players’ preferences, identifying problems in the game, and guiding our development direction. Next, we will look at the basic methods of user testing.
The purpose of user testing is to help game designers objectively and deeply understand players’ real gaming experiences. In user testing, we can observe players’ reactions at different stages of the game and collect their feedback. This information helps us spot problems in the game in a timely manner and serves as the basis for adjustments. Additionally, testing can help us regain confidence. When we have doubts about the game, seeing players enjoying themselves in the game can alleviate our anxieties.
User testing should be an ongoing part of the game creation process. For video games, even when the framework of the game prototype is not fully developed, and the art assets are still in their simplest form, we can start testing. We can even use paper models to simulate the game process. The earlier we start user testing, the better. Testing should be done at each stage of game development because each round of user testing provides guidance for the next step in creation.
In the development process, we typically follow a “test – summarise – develop” cycle to push the project forward. For short-term projects (such as those with a development period under a year), we can consider conducting weekly tests; for long-term projects, it’s best to test monthly.