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game-playtest-planning

Plan, run, and interpret game playtests. Use when validating prototypes, onboarding, difficulty, mechanics, UI clarity, retention, or fun; when writ…

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技能内容

Game Playtest Planning

Use this skill to turn uncertainty into a playtest that can guide build decisions. A useful playtest starts with decisions the team is willing to make based on evidence.

Source Traceability

Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapter 28 on playtesting. The workflow is transformed and paraphrased.

Supporting sources include Games User Research playtest guidance and Nielsen Norman Group usability-testing methods.

Workflow

  1. Define what decision the playtest should inform.
  2. Choose participants who match the design question.
  3. Pick the method: observation, think-aloud, task test, blind first-session, survey, telemetry review, or comparative test.
  4. Write a protocol that avoids leading the player.
  5. Capture observation, telemetry, player interpretation, and post-test reflection separately.
  6. Convert findings into prioritized design changes.

Required Output

  • Research Questions: what must be learned.
  • Participant Plan: who to test and why.
  • Protocol: setup, tasks, moderator script, data to collect, and debrief.
  • Telemetry: events and metrics to instrument.
  • Analysis Plan: severity rubric, decision rules, and next design actions.

Local References

Before producing a playtest plan, read:

  • references/core/guide.md
  • workflows/playtest-protocol.md

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