researching spore: a new approach to player testing

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A NEW APPROACH TO PLAYER TESTING RESEARCHING

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This is from Nate's Meaningful Play presentation on the B|P player experience research on Spore for EA. More info here: http://boltpeters.com/blog/?p=95

TRANSCRIPT

Page 1: Researching Spore: A New Approach to Player Testing

A NEW APPROACH TOPLAYER TESTING

RESEARCHING

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• “Impact of digital technology on society” at UCSD

• Co-founded B|P in 2001

• 7 people. UX research and Design

• San Francisco

• 2,272 Participants. 188 Research Studies.

photo by andy price visualpause.com

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Why we care about games

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2007 was like this

shit.

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Who cares?

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We started the spore research with

one question.

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Why are video games designed in this environment…

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but researched here?

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no idea.

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“Focus groups were invented to focus the research, not be the research”

- Marty Neumeier | “The Brand Gap”

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So what can we do different?

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“Guys... I put my pants on just like the rest of you - one leg at a time. Except, once my pants are on, I make gold records.”

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#1 native environment is critical…

But timing is everything

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One year. 59 Participants

393 Hours of Gameplay.3 Hour Sessions with 2 Nights Each

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who cares about fun?

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who doesn’t.

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DISCUSSION

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here are five things we changed.

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1. simulated native environment.

2. multi-user voice chat(AKA “talking” and Think Aloud Protocol)

3. touch screens.

4. metrics(PENS model)

5. delivery

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Simulated Native Environment

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Live observation room

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Multi-user Voice Chat

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Gamers love TeamSpeak and keyboard shortcuts,

researchers can too.

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Talking to six people is crazy

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1

2

3

4 6

7

5

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#3. Touch screens

Survey Touchscreen

Game Screen(w/ webcam)

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#4. The PENS ModelPlayer Experience of Need Satisfaction

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Intrinsic motivational needs?

Doing things for their inherent satisfactions (e.g. games, sports). Play through punishment and boredom.

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PENS measures three specific motivational needs:

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what sucked

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•Bordering on chaos at first

•Restricted by game genre

•Lots of technical problems

•Maintaining think aloud protocol

•Difficult to respond to questions

•Recordings take weeks to render

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welcome, now play like

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Event Time

Welcome / Consent 4:30pm

Stage 1 start 4:45pm

Survey 1 5:15pm

Survey 2 5:45 pm

Dinner 6:00 pm

Stage 2 start 6:15 pm

Survey 3 6:45 pm

Survey 4 7:15 pm

Review 7:20 pm

3 Hours

(according to our precise time limits)

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We Learned… Not Much

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But then, something changed.

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No more timing structure.

Game Level Test Phase Time Action

Welcome / Consent At 0:0

NDA check, equipment check, Paul intro, think aloud

Stage X Begin Phase At :5

Smiley Survey 1 At :15

Smiley Survey 2 At 1:00

End&Survey At 1:30

Announce: Mouse over + Press A to go to Stage Y

Stage Y At 1:40

Smiley Survey 1 At 1:50

Smiley Survey 2 At 2:25

End&Survey At 2:45

Review Survey At 2:55

3 Hours

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…fun went way up

Stage Y

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#5. Delivery

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Technology

•Video Recording•ZDSoft Game Recorder

•Live Observation•Six Webcams using VNC •Long VGA cables

•Audio •Teamspeak (free)

•ELO Systems Touch Screens

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$79

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free

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$39

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free

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Summary

1. Native environment is critical, but timing is everything

2. You can do this for dirt cheap3. Touch screens are fancy4. The Dow Jones is scary

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the future is remote game research

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Nov 7th, in San Francisco

userresearchfriday.com

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Questions

1. You can do this for dirt cheap

2. Go to San Francisco for URF

boltpeters.com [email protected]

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