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Finding the Right Test Subjects

In the early stages of a project, we can use the developers within the team as test subjects.

In the early stages of a project, we can use the developers within the team as test subjects.

Typically, at this stage, the game’s system framework is just beginning to take shape, and many aspects are still on paper, requiring us to imagine how they will work in the game. Therefore, using team members as test subjects is the most convenient and efficient way at this point. However, it’s important to note that the results obtained during this phase will tend to be more subjective.

Once the game’s basic system is complete, we can consider inviting people outside the project, such as friends or family, to participate in the testing. At this point, the game should offer the basic gaming experience, though it may still lack art and sound assets, and the system may require further adjustments. We can invite friends, classmates, or relatives to participate in testing, providing a third-party perspective on our work.

Unlike self-testing, these external participants typically don’t have emotional attachment to the system or content, making their feedback more objective. However, the feedback may still be influenced by personal relationships. Close relationships might lead them to overly praise the game, while friends with whom the relationship is strained might overly criticise it. Therefore, inviting friends and family for testing is appropriate in the early stages of the project.

The most formal user testing should involve strangers as test subjects. We need to find strangers who belong to the target user group of the current project for testing. Compared to self-testing and testing with friends or family, this process is more time-consuming and requires more effort to organise tests and compile data. However, testing with strangers who fit the target user group provides the most accurate feedback from real users. Compared to the other two methods, testing with strangers yields more objective feedback and more accurate information. Therefore, we should organise testing with the target user group once the basic system of the project is complete and sufficient detail has been added.

So, who should be considered as our target user group? We need to find users who enjoy this type of game and are willing to pay for it. Diversity among test subjects is also important. Ideally, test subjects should include players of different ages, genders, occupations, cultural backgrounds, and levels of familiarity with games. Through such a diverse group of test subjects, we can gain a comprehensive understanding of the needs and suggestions of the target audience.

Additionally, during the project iteration process, we need to include both first-time and repeat players in the testing. First-time players can help us understand their learning process and initial experience, while repeat players can provide feedback on the improvements made to the project. Based on the test content, we can adjust the proportion of first-time and repeat players to gather more comprehensive feedback.

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Game Design for Beginners: Create Your First Game

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