SLIDE 1 What You Don't Know Is Hurting You:
How Aggressive User Research Improved Resistance 3
Drew Murray
Creative Director, Insomniac Games Lead Designer on Resistance 3
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SLIDE 6 External Playtest External Usability Test Developer Playtest Developer Usability Test
SLIDE 7 User Research Methods
Key questions:
- 1. Who are you testing: Real gamers or developers?
- 2. Aspect of experience: Affect, Behavior or Cognition?
(feeling, doing, or thinking?)
- 3. Category of data: Qualitative or quantitative?
- 4. How are you getting data: Observation, metrics,
self-reporting in situ, self-reporting post hoc?
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Usability Testing
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Usability Testing
RITE Method:
Rapid Iteration Testing Evaluation
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Internal Usability Tests
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External Playtesting
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Internal Company Playtesting
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All Methods
SLIDE 14 Usability Testing
+ Momement-to-Moment Player Experience + Cheap and (Relatively) Easy + Flexible
- Not Focus on Emotional Response
- Limited Sample Size
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Resistance 3 Usability Research Goals
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Core Shooting Controls
SLIDE 17 Criteria for Good Aiming Controls
Balanced Unbalanced Tight Loose
Balanced + Tight + Fast Correction
Fast Correction Slow Correction
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Testing Approach
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SLIDE 23 External Playtest External Usability Test Developer Playtest Developer Usability Test
SLIDE 24 “Right off the bat, Resistance 3 controls wonderfully. . . . The shooting mechanics are tight and responsive. . . .”
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Usability Testing Tips
Work with an Expert
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Usability Testing Tips
Force the Player to Focus on What You’re Testing
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Usability Testing Tips
Build the Foundation Before the Penthouse
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Usability Testing Tips
New Employees = Gold
SLIDE 29 Group Playtesting
+ Metrics
SLIDE 30 External Playtest External Usability Test Developer Playtest Developer Usability Test
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Appropriate Research for Group Playtesting
Individual Feature Comparison Pacing and Difficulty Tuning Scores Generally Moving Up?
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Benefits to Developer Testing
Testing Prototypes and Speculative Gameplay Asking Detail-Oriented Questions
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Individual Feature Comparisons
SLIDE 34 Individual Feature Comparisons
April 2011 Survey Results
SLIDE 35 Individual Feature Comparisons
April 2011 Survey Results
SLIDE 36 Individual Feature Comparisons
April & May 2011 Survey Results
SLIDE 37 Individual Feature Comparisons
April & May 2011 Survey Results
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Individual Feature Comparisons
Atomizer
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Individual Feature Comparisons
Cryogun
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Individual Feature Comparisons
Sledgehammer
SLIDE 41 Challenge / Difficulty Tuning
April 2011
SLIDE 42 Challenge / Difficulty Tuning
April 2011 May 2011
SLIDE 43 “. . . Resistance 3 possesses one of the most ingenious collections of weapons ever assembled in a video game; a veritable wheel of abject destruction which inspires a degree of familiarity which very nearly resembles parenthood.” - Joystiq
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Group Playtesting Tips
Plan Ahead
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Group Playtesting Tips
Identify Features with Pictures for Surveys
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Group Playtesting Tips
Tailor Questions to Audience and Testing Method
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Group Playtesting Tips
Make It Easy for Players to Take Your Survey
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Group Playtesting Tips
Automate Everything (But Manually Check Results)
SLIDE 49 Did It Work?
“Best Resistance yet. . . by far.”
“It’s easy to say that this is the best Resistance title.”
“This third title is easily the best yet.”
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Was It Worth It?
SLIDE 51 What You Don't Know Is Hurting You:
How Aggressive User Research Improved Resistance 3
Drew Murray
dmurray@insomniacgames.com
Additional Information on Game User Research:
Bill Fulton www.RoninUX.com