1 00:00:00,070 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high quality educational resources for free. 5 00:00:10,730 --> 00:00:13,330 To make a donation or view additional materials 6 00:00:13,330 --> 00:00:17,236 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,236 --> 00:00:17,861 at ocw.mit.edu. 8 00:00:23,157 --> 00:00:23,740 PROFESSOR: OK. 9 00:00:23,740 --> 00:00:24,600 Welcome to class. 10 00:00:27,890 --> 00:00:31,100 The theme of today's lecture is all about testing. 11 00:00:31,100 --> 00:00:35,010 So I'm going to give the intro to testing lecture 12 00:00:35,010 --> 00:00:38,270 where I talk about testing and how, what it is, 13 00:00:38,270 --> 00:00:39,026 and why we do it. 14 00:00:39,026 --> 00:00:40,400 Give you some basic testing tips, 15 00:00:40,400 --> 00:00:42,733 and let you know what we expect you to be doing in terms 16 00:00:42,733 --> 00:00:44,710 of testing for your projects. 17 00:00:44,710 --> 00:00:48,016 And I'll spend a little more time on focus testing, 18 00:00:48,016 --> 00:00:49,890 because that's the part people are frequently 19 00:00:49,890 --> 00:00:52,660 least familiar with. 20 00:00:52,660 --> 00:00:54,380 We have Genevieve Conley from Riot, 21 00:00:54,380 --> 00:00:58,150 and she's going to give a lecture related to testing. 22 00:00:58,150 --> 00:01:01,160 But more about what Riot's doing and stuff like that. 23 00:01:01,160 --> 00:01:03,270 So hopefully that will be fun. 24 00:01:03,270 --> 00:01:04,590 We'll take a break. 25 00:01:04,590 --> 00:01:06,847 And then since we just told you all about testing 26 00:01:06,847 --> 00:01:09,430 and how important it is, we will go ahead and run a focus test 27 00:01:09,430 --> 00:01:11,634 in class. 28 00:01:11,634 --> 00:01:13,550 We'll give you some time to get things set up, 29 00:01:13,550 --> 00:01:15,770 probably about 10 minutes to plan your test. 30 00:01:15,770 --> 00:01:18,920 Then we'll set things up and we will run testing. 31 00:01:18,920 --> 00:01:22,020 We're going to ask that everyone on your team test at least 32 00:01:22,020 --> 00:01:27,010 two games and that everyone on your team 33 00:01:27,010 --> 00:01:29,770 observe at least one person playing a game. 34 00:01:29,770 --> 00:01:33,880 How exactly you're going to make all of that happen in flow 35 00:01:33,880 --> 00:01:36,636 is your problem. 36 00:01:36,636 --> 00:01:37,760 And then we will come down. 37 00:01:37,760 --> 00:01:40,640 We'll give you some time to let your team compare observations 38 00:01:40,640 --> 00:01:42,440 and talk about results, and then we'll 39 00:01:42,440 --> 00:01:44,670 ask you to come down for a standard in class, two 40 00:01:44,670 --> 00:01:48,640 minute no visuals presentation. 41 00:01:48,640 --> 00:01:54,250 Monday, project two is due along with your design change 42 00:01:54,250 --> 00:02:00,920 log and focus test reports and your individual write-ups, 43 00:02:00,920 --> 00:02:02,560 and the project two presentation. 44 00:02:02,560 --> 00:02:04,030 This is a five minute presentation. 45 00:02:04,030 --> 00:02:05,904 There are presentation guidelines on Stellar. 46 00:02:05,904 --> 00:02:07,940 You can download and look at them. 47 00:02:07,940 --> 00:02:09,470 Once again, we're primarily looking 48 00:02:09,470 --> 00:02:11,105 for postmortem and reflection. 49 00:02:11,105 --> 00:02:12,686 We want to hear about your process. 50 00:02:12,686 --> 00:02:14,060 We want to know what you learned. 51 00:02:14,060 --> 00:02:15,850 We want to know what you did right, what you did wrong, 52 00:02:15,850 --> 00:02:17,650 and what you're going to do in the future. 53 00:02:17,650 --> 00:02:19,460 And we want it in five minutes. 54 00:02:22,510 --> 00:02:28,220 Grades for project one are up, along with comments 55 00:02:28,220 --> 00:02:30,820 about your individual postmortems 56 00:02:30,820 --> 00:02:34,450 and some comments about the overall project stuff. 57 00:02:34,450 --> 00:02:36,850 Overall, we were really impressed with the quality 58 00:02:36,850 --> 00:02:38,290 of project one. 59 00:02:38,290 --> 00:02:40,700 So keep it up. 60 00:02:40,700 --> 00:02:42,620 But do you stop and read the comments 61 00:02:42,620 --> 00:02:45,200 so that you guys can make sure to do 62 00:02:45,200 --> 00:02:49,540 good jobs on your individual postmortems going forward. 63 00:02:49,540 --> 00:02:51,550 Anything to add? 64 00:02:51,550 --> 00:02:54,100 All right. 65 00:02:54,100 --> 00:02:58,180 So people say testing. 66 00:02:58,180 --> 00:02:59,630 People say quality assurance. 67 00:02:59,630 --> 00:03:01,161 What are they? 68 00:03:01,161 --> 00:03:03,285 Quality assurance is actually just a whole process. 69 00:03:03,285 --> 00:03:05,570 It involves a whole lot of different types of testing. 70 00:03:05,570 --> 00:03:11,140 But in general, it's the systematic process 71 00:03:11,140 --> 00:03:13,360 checking to see whether a product of service 72 00:03:13,360 --> 00:03:17,290 being developed is meeting its specified requirements. 73 00:03:17,290 --> 00:03:19,190 The most important part of that definition 74 00:03:19,190 --> 00:03:21,500 really is systemic, which means you're doing 75 00:03:21,500 --> 00:03:23,690 regular, repeatable testing. 76 00:03:23,690 --> 00:03:27,710 Looking at making sure that all the portions of your game 77 00:03:27,710 --> 00:03:28,920 or project are working. 78 00:03:28,920 --> 00:03:30,660 And requirements, making sure you're 79 00:03:30,660 --> 00:03:34,700 meeting that it doesn't just "work" 80 00:03:34,700 --> 00:03:36,310 as far as you think it does. 81 00:03:36,310 --> 00:03:38,370 It works according the requirements of the game, 82 00:03:38,370 --> 00:03:40,760 of the project, of whoever you're shipping 83 00:03:40,760 --> 00:03:42,010 to and et cetera and so forth. 84 00:03:42,010 --> 00:03:44,887 So you need to know what your standards are to be 85 00:03:44,887 --> 00:03:46,095 doing good quality assurance. 86 00:03:50,830 --> 00:03:53,940 Without testing, your project will fail, 87 00:03:53,940 --> 00:03:57,350 and will take more time, and will take a lot more effort. 88 00:03:57,350 --> 00:03:59,740 You can make games without programmers. 89 00:03:59,740 --> 00:04:02,702 There's a lot of graphical user interface engines out there. 90 00:04:02,702 --> 00:04:04,410 Some of them are getting older and older, 91 00:04:04,410 --> 00:04:06,201 but they're out there and you can use them. 92 00:04:06,201 --> 00:04:07,190 GameMaker, for example. 93 00:04:07,190 --> 00:04:08,350 You can make games without artists. 94 00:04:08,350 --> 00:04:09,891 I bet several of you are figuring out 95 00:04:09,891 --> 00:04:11,330 how to do that right now. 96 00:04:11,330 --> 00:04:13,680 But you can also make games completely 97 00:04:13,680 --> 00:04:16,890 without assets using text engines like Inform 7. 98 00:04:19,184 --> 00:04:21,600 You don't really need designated producer or distinct game 99 00:04:21,600 --> 00:04:23,290 designer on a small team. 100 00:04:23,290 --> 00:04:25,500 One person can really do it alone. 101 00:04:25,500 --> 00:04:28,790 But you're never going to make a good game without testing, 102 00:04:28,790 --> 00:04:31,690 and the more systemic and planned 103 00:04:31,690 --> 00:04:34,890 your testing is, the more results you'll 104 00:04:34,890 --> 00:04:36,210 get from less effort. 105 00:04:39,980 --> 00:04:44,020 So who gets to do all this testing? 106 00:04:44,020 --> 00:04:46,960 That's really everyone involved in the project. 107 00:04:46,960 --> 00:04:49,330 Do not assume that because you are 108 00:04:49,330 --> 00:04:51,100 the key programmer or the key designer 109 00:04:51,100 --> 00:04:54,510 or the key whatever that someone else will check your code 110 00:04:54,510 --> 00:04:58,290 and make sure it's working after you've integrated it. 111 00:04:58,290 --> 00:05:00,170 You really want everyone on the team 112 00:05:00,170 --> 00:05:01,940 to consider it to be their responsibility 113 00:05:01,940 --> 00:05:04,320 to keep the game working as well as possible 114 00:05:04,320 --> 00:05:07,120 all the way through, and also to take the time 115 00:05:07,120 --> 00:05:09,180 to go in and check other people's stuff 116 00:05:09,180 --> 00:05:12,080 to make sure that it went in. 117 00:05:12,080 --> 00:05:16,090 Remember that this is one of the cornerstones of using Scrum 118 00:05:16,090 --> 00:05:18,990 as well, where before a task is actually done, 119 00:05:18,990 --> 00:05:20,800 someone else has gone in and verified it. 120 00:05:20,800 --> 00:05:23,300 Well, someone else is going to be someone on the team, which 121 00:05:23,300 --> 00:05:26,620 means you're all going to have allot some time to doing it, 122 00:05:26,620 --> 00:05:28,940 and you're going to have to think about that. 123 00:05:28,940 --> 00:05:32,870 Speaking of which, anybody have testing as one of your tasks 124 00:05:32,870 --> 00:05:34,163 on your sprint task list? 125 00:05:37,950 --> 00:05:39,680 Anybody? 126 00:05:39,680 --> 00:05:41,960 Woo, you win. 127 00:05:41,960 --> 00:05:43,340 It's going to take some time. 128 00:05:43,340 --> 00:05:45,800 And it's going to take some time that probably otherwise 129 00:05:45,800 --> 00:05:48,210 could be used for making code. 130 00:05:48,210 --> 00:05:49,720 So go ahead and remember that now 131 00:05:49,720 --> 00:05:51,219 and think about that as you're going 132 00:05:51,219 --> 00:05:53,560 into your last week of work, that you need 133 00:05:53,560 --> 00:05:57,070 to allot some time for testing. 134 00:05:57,070 --> 00:05:58,566 So types of testing. 135 00:05:58,566 --> 00:05:59,940 What is the terminology I'm going 136 00:05:59,940 --> 00:06:04,550 to use so that we all understand what I'm saying when I say it? 137 00:06:04,550 --> 00:06:08,230 I divide testing up into three major areas, 138 00:06:08,230 --> 00:06:14,240 and there isn't a lot of formal methodology on this, especially 139 00:06:14,240 --> 00:06:15,930 not in the game industry. 140 00:06:15,930 --> 00:06:19,170 So I tend to talk about technical testing, play 141 00:06:19,170 --> 00:06:21,760 testing, and user testing. 142 00:06:21,760 --> 00:06:27,740 When I say technical testing, I mean getting your game to run. 143 00:06:27,740 --> 00:06:29,910 Specifically, I often mean getting your game 144 00:06:29,910 --> 00:06:33,070 to run exactly as how you intended it to run. 145 00:06:35,760 --> 00:06:39,940 So if the designer claims that the peach mobile should go up 146 00:06:39,940 --> 00:06:42,910 to 30 miles per hour and fire eight peaches per second, 147 00:06:42,910 --> 00:06:44,630 if you go into the game and you discover 148 00:06:44,630 --> 00:06:46,500 that it goes 70 miles per hour and fires 149 00:06:46,500 --> 00:06:48,820 two peaches per second, that's not 150 00:06:48,820 --> 00:06:52,140 working even if it makes game awfully fun with it like that. 151 00:06:55,550 --> 00:06:58,047 When you start thinking about whether it's fun or not 152 00:06:58,047 --> 00:07:00,380 as a developer, then you're moving into the area of play 153 00:07:00,380 --> 00:07:02,980 testing which is where you, the team, 154 00:07:02,980 --> 00:07:05,200 are playing your game trying to figure out, 155 00:07:05,200 --> 00:07:08,622 hey, all those requirements and constraints and plans we made, 156 00:07:08,622 --> 00:07:09,330 are they working? 157 00:07:09,330 --> 00:07:12,886 And are they working well, and is a player going to enjoy it? 158 00:07:12,886 --> 00:07:14,760 You're play testing your game as a developer. 159 00:07:14,760 --> 00:07:16,343 You're checking to make sure it works. 160 00:07:16,343 --> 00:07:17,140 In that case, yes. 161 00:07:17,140 --> 00:07:18,931 The fact that the peach mobile is currently 162 00:07:18,931 --> 00:07:23,250 going 30 miles per hour and it's so slow that no player is ever 163 00:07:23,250 --> 00:07:25,100 going to want to use it. 164 00:07:25,100 --> 00:07:25,850 That's a bug. 165 00:07:25,850 --> 00:07:27,230 That's a really big bug. 166 00:07:27,230 --> 00:07:29,509 But it's a play testing bug if your specs say 167 00:07:29,509 --> 00:07:31,050 it should be going 30 miles per hour, 168 00:07:31,050 --> 00:07:32,370 not a technical testing bug. 169 00:07:32,370 --> 00:07:34,940 And it is good to know the differences so that you 170 00:07:34,940 --> 00:07:36,650 can know what you're talking about 171 00:07:36,650 --> 00:07:38,640 and why you're talking about it. 172 00:07:38,640 --> 00:07:41,840 Finally, there's user testing, which 173 00:07:41,840 --> 00:07:44,800 is getting someone who is not on your team to play your game. 174 00:07:47,104 --> 00:07:49,020 You, the developer, while you do play testing, 175 00:07:49,020 --> 00:07:50,500 can pretend to be an actual player. 176 00:07:50,500 --> 00:07:52,110 But you are not an actual player. 177 00:07:52,110 --> 00:07:54,400 You will never be an actual player for your game. 178 00:07:54,400 --> 00:07:55,790 You know it too well. 179 00:07:55,790 --> 00:07:57,380 You are too close to it. 180 00:07:57,380 --> 00:07:59,270 You have spent too many hours playing it. 181 00:08:02,120 --> 00:08:04,860 So you really need to get someone who has never 182 00:08:04,860 --> 00:08:07,360 seen your game before, ideally, to come in and sit down 183 00:08:07,360 --> 00:08:09,456 in front of your game and play it. 184 00:08:09,456 --> 00:08:11,830 We're going to make pretend when we run our focus testing 185 00:08:11,830 --> 00:08:16,360 workshop that your classmates here are actually good testers. 186 00:08:16,360 --> 00:08:18,270 Tell you a secret, they're not. 187 00:08:18,270 --> 00:08:20,917 They've seen your game because they've play tested it before. 188 00:08:20,917 --> 00:08:22,250 They've heard you talk about it. 189 00:08:22,250 --> 00:08:23,380 They heard you pitch it. 190 00:08:23,380 --> 00:08:25,860 They might even have worked on it if they switched teams. 191 00:08:25,860 --> 00:08:27,740 So they're not actually your ideal testers, 192 00:08:27,740 --> 00:08:29,350 but they are very convenient testers. 193 00:08:29,350 --> 00:08:31,010 So we're going to use them today. 194 00:08:31,010 --> 00:08:32,570 And for your next projects, we're 195 00:08:32,570 --> 00:08:34,240 going to encourage you-- and, in fact, 196 00:08:34,240 --> 00:08:36,510 require you-- to go out into the cold, cold world 197 00:08:36,510 --> 00:08:39,850 and find actual testers who haven't seen your game. 198 00:08:39,850 --> 00:08:40,799 People in your dorms. 199 00:08:40,799 --> 00:08:42,007 People in your other classes. 200 00:08:42,007 --> 00:08:44,860 Friends, people at the coffee shop. 201 00:08:44,860 --> 00:08:47,030 Whoever you think will do the best job of giving you 202 00:08:47,030 --> 00:08:48,071 the information you need. 203 00:08:51,640 --> 00:08:53,796 User testing is another one of those terminologies 204 00:08:53,796 --> 00:08:55,460 that means a whole lot. 205 00:08:55,460 --> 00:08:57,930 So for my convenience, I tend to divide it 206 00:08:57,930 --> 00:09:00,680 up into two kinds of things, focus testing and "user 207 00:09:00,680 --> 00:09:02,000 testing." 208 00:09:02,000 --> 00:09:03,750 Where "focus testing" is specifically 209 00:09:03,750 --> 00:09:05,958 when you're sitting down and you're playing the game, 210 00:09:05,958 --> 00:09:07,120 looking at how it plays. 211 00:09:07,120 --> 00:09:07,882 Is it fun? 212 00:09:07,882 --> 00:09:08,840 Are people enjoying it? 213 00:09:08,840 --> 00:09:09,881 Is it challenging enough? 214 00:09:09,881 --> 00:09:12,320 Are the mechanics interesting? 215 00:09:12,320 --> 00:09:15,410 Is your game a good game, and getting that information back 216 00:09:15,410 --> 00:09:16,700 from your players. 217 00:09:16,700 --> 00:09:19,940 When user testing, I tend to use more 218 00:09:19,940 --> 00:09:22,640 for looking at the usability of your game. 219 00:09:22,640 --> 00:09:24,690 You may have a really, really fun game, 220 00:09:24,690 --> 00:09:26,650 but if it takes your players 12 minutes 221 00:09:26,650 --> 00:09:29,450 to get off your starting page because they can't figure out 222 00:09:29,450 --> 00:09:31,670 what they're doing or how to do it, 223 00:09:31,670 --> 00:09:33,990 that's a pretty serious usability issue. 224 00:09:33,990 --> 00:09:37,040 And you need to figure that out as well. 225 00:09:37,040 --> 00:09:41,035 So just so you know that those are those two user types. 226 00:09:41,035 --> 00:09:43,460 It's all user testing, but having 227 00:09:43,460 --> 00:09:48,010 some granularity to find the difference is a little useful. 228 00:09:48,010 --> 00:09:51,020 So the basics for technical testing, which hopefully we 229 00:09:51,020 --> 00:09:54,040 can go through pretty quickly. 230 00:09:54,040 --> 00:09:56,830 I suspect that if you guys have done programming, 231 00:09:56,830 --> 00:09:57,830 you've done this before. 232 00:09:57,830 --> 00:09:59,955 If you've had classes that wanted code that worked, 233 00:09:59,955 --> 00:10:03,420 hopefully they've helped teach you what the good things to do 234 00:10:03,420 --> 00:10:04,490 are. 235 00:10:04,490 --> 00:10:07,610 A lot of this sounds an awful lot like good software 236 00:10:07,610 --> 00:10:10,160 practices lecture that Andrew gave, 237 00:10:10,160 --> 00:10:13,440 because a lot of good testing is, in fact, a good software 238 00:10:13,440 --> 00:10:14,190 practice. 239 00:10:14,190 --> 00:10:18,240 So have some technical standards. 240 00:10:18,240 --> 00:10:19,350 Have a bug database. 241 00:10:19,350 --> 00:10:21,140 Or, given the size of these projects, 242 00:10:21,140 --> 00:10:24,620 at least a bug Excel spreadsheet with a list of everything 243 00:10:24,620 --> 00:10:26,320 that you've noticed. 244 00:10:26,320 --> 00:10:28,130 Build and test before checking it in. 245 00:10:28,130 --> 00:10:29,110 Have daily builds. 246 00:10:29,110 --> 00:10:32,190 Have a daily play-through. 247 00:10:32,190 --> 00:10:33,910 Planned feature cuts. 248 00:10:33,910 --> 00:10:34,760 Scope. 249 00:10:34,760 --> 00:10:36,960 When you realize that you're not getting everything 250 00:10:36,960 --> 00:10:41,550 done on Friday night as you're working on your game, 251 00:10:41,550 --> 00:10:43,410 start cutting then. 252 00:10:43,410 --> 00:10:46,050 Don't wait until Sunday night to decide 253 00:10:46,050 --> 00:10:47,540 what you're going to cut. 254 00:10:47,540 --> 00:10:50,980 Cut as soon as you realize that you're blowing your estimates. 255 00:10:50,980 --> 00:10:53,380 That will allow you to choose what you cut 256 00:10:53,380 --> 00:10:55,700 and to adjust changes in your game 257 00:10:55,700 --> 00:10:57,980 to reflect the things you cut. 258 00:10:57,980 --> 00:11:00,260 It will also mean that testing your game 259 00:11:00,260 --> 00:11:03,560 to make sure-- it will introduce a lot fewer bugs 260 00:11:03,560 --> 00:11:06,280 when you do it in a controlled manner than when you do it 261 00:11:06,280 --> 00:11:10,700 in desperation, which is why I put it under testing. 262 00:11:10,700 --> 00:11:13,030 Finally, code freezes and asset freezes. 263 00:11:13,030 --> 00:11:14,612 These are great, and no one likes 264 00:11:14,612 --> 00:11:16,070 to use them because it means you're 265 00:11:16,070 --> 00:11:20,060 going to waste an entire day not working on your game. 266 00:11:20,060 --> 00:11:21,809 Who wants to do that? 267 00:11:21,809 --> 00:11:24,100 On the other hand, has anybody here turned in a project 268 00:11:24,100 --> 00:11:26,750 that they've made a last minute change to Sunday night, 269 00:11:26,750 --> 00:11:29,245 it was due Monday morning, and then it didn't run at all? 270 00:11:32,472 --> 00:11:33,930 I got some honest people out there. 271 00:11:33,930 --> 00:11:35,860 Good. 272 00:11:35,860 --> 00:11:38,255 The advantage of taking that whole day to test your game 273 00:11:38,255 --> 00:11:42,926 is you turn something in that works on Monday. 274 00:11:42,926 --> 00:11:44,300 Often, you turn in something that 275 00:11:44,300 --> 00:11:46,217 works a lot better on Monday because you've 276 00:11:46,217 --> 00:11:47,300 taken the time to test it. 277 00:11:47,300 --> 00:11:48,460 You've found the bugs. 278 00:11:48,460 --> 00:11:50,970 You've had a friend help you review your code changes, 279 00:11:50,970 --> 00:11:52,760 and you really got it working. 280 00:11:52,760 --> 00:11:56,950 If you want to make a good, polished, solid game, 281 00:11:56,950 --> 00:11:59,630 you will think about it and give yourself 282 00:11:59,630 --> 00:12:02,440 a cushion for project two. 283 00:12:02,440 --> 00:12:03,760 That's probably maybe a day. 284 00:12:03,760 --> 00:12:04,760 It's a two week project. 285 00:12:04,760 --> 00:12:06,801 If you give yourself much more cushion than that, 286 00:12:06,801 --> 00:12:08,600 you're not actually working on it. 287 00:12:08,600 --> 00:12:11,270 But actively give yourself that deadline 288 00:12:11,270 --> 00:12:13,930 and give yourself some time to play your game. 289 00:12:18,030 --> 00:12:20,070 So that's the basics. 290 00:12:20,070 --> 00:12:22,370 Some advanced tips. 291 00:12:22,370 --> 00:12:23,610 It's all pretty simple. 292 00:12:23,610 --> 00:12:25,460 I think you've all heard this all. 293 00:12:25,460 --> 00:12:28,084 How we maintain your feature list. 294 00:12:28,084 --> 00:12:29,750 Agree on how features are going to work, 295 00:12:29,750 --> 00:12:31,536 so talk with each other. 296 00:12:31,536 --> 00:12:33,285 Test those features as soon as they go in. 297 00:12:36,064 --> 00:12:37,730 This may not be worth it on these games, 298 00:12:37,730 --> 00:12:39,000 because they're small. 299 00:12:39,000 --> 00:12:40,860 When you hit your project four game, 300 00:12:40,860 --> 00:12:42,840 you may want to have one of these. 301 00:12:42,840 --> 00:12:45,420 Think about having a standardized test plan that 302 00:12:45,420 --> 00:12:48,470 runs through all the buttons and the branches and the pages 303 00:12:48,470 --> 00:12:50,890 and the options of your game. 304 00:12:50,890 --> 00:12:52,660 I realize that when you've got randomness 305 00:12:52,660 --> 00:12:55,160 as one of your core design goals, 306 00:12:55,160 --> 00:12:57,237 you can't predict how your game is going to play. 307 00:12:57,237 --> 00:12:59,320 But you should be able to take a look at your game 308 00:12:59,320 --> 00:13:01,900 and know most of the states that it's going to get in. 309 00:13:01,900 --> 00:13:04,150 And you can create a checklist that says, hey, 310 00:13:04,150 --> 00:13:06,275 have we exhausted all the possibilities 311 00:13:06,275 --> 00:13:09,810 that a player will encounter? 312 00:13:09,810 --> 00:13:13,370 Have we tested them all in the last two builds, yes or no? 313 00:13:13,370 --> 00:13:14,870 And the answer should probably there 314 00:13:14,870 --> 00:13:18,202 be yes because one of the things that's 315 00:13:18,202 --> 00:13:19,660 very common with projects that have 316 00:13:19,660 --> 00:13:22,520 a lot of highly integrated systems working together 317 00:13:22,520 --> 00:13:25,260 and depend on emergent behavior-- which 318 00:13:25,260 --> 00:13:28,520 is most games-- is you can introduce a feature over 319 00:13:28,520 --> 00:13:31,750 here that changes the way that a feature that you implemented 320 00:13:31,750 --> 00:13:33,250 two weeks ago works. 321 00:13:33,250 --> 00:13:36,350 And you'll never know that it did that until you go through 322 00:13:36,350 --> 00:13:38,930 and you test and you find that something that was working 323 00:13:38,930 --> 00:13:40,530 is now broken. 324 00:13:40,530 --> 00:13:42,690 So it is worth it to take the time 325 00:13:42,690 --> 00:13:44,370 to go back and check those features 326 00:13:44,370 --> 00:13:45,760 you know nobody touched. 327 00:13:50,440 --> 00:13:51,610 Bug reporting. 328 00:13:51,610 --> 00:13:55,430 Because so many people are so bad at this, 329 00:13:55,430 --> 00:13:58,100 I'm going to take the time with a captured audience 330 00:13:58,100 --> 00:14:01,200 to tell you how to do it. 331 00:14:01,200 --> 00:14:02,680 Be kind to your fellow engineers. 332 00:14:02,680 --> 00:14:05,570 Be kind to yourself, if you end up getting your own bugs. 333 00:14:05,570 --> 00:14:09,190 Write good defect reports and not bad ones. 334 00:14:09,190 --> 00:14:14,527 Good bugs include what happened, what should have happened. 335 00:14:14,527 --> 00:14:16,110 Because it doesn't do me a lot of good 336 00:14:16,110 --> 00:14:17,609 if you tell me that the peach mobile 337 00:14:17,609 --> 00:14:19,310 is going 30 miles per hour if I don't 338 00:14:19,310 --> 00:14:20,393 know why that's a problem. 339 00:14:23,240 --> 00:14:24,892 How do I reproduce it? 340 00:14:24,892 --> 00:14:27,350 If it's obvious to reproduce, you don't need to include it. 341 00:14:27,350 --> 00:14:31,470 But if it took 38 steps, include a text file. 342 00:14:31,470 --> 00:14:32,440 How common is the bug? 343 00:14:32,440 --> 00:14:33,850 How serious is the bug? 344 00:14:33,850 --> 00:14:36,480 Is this something that the team needs to jump on right now, 345 00:14:36,480 --> 00:14:39,250 or is this something that Sunday afternoon you're 346 00:14:39,250 --> 00:14:42,180 going to look at and say, eh, ship it. 347 00:14:42,180 --> 00:14:45,159 Because some bugs you look at and you say, eh, ship it. 348 00:14:45,159 --> 00:14:46,700 But you want to know that it's there, 349 00:14:46,700 --> 00:14:48,480 and you want to know how it's going 350 00:14:48,480 --> 00:14:53,385 to affect your game before you just decide to ship it. 351 00:14:53,385 --> 00:14:55,760 Include some supporting data if it's going to be helpful, 352 00:14:55,760 --> 00:14:56,540 and it often is. 353 00:14:56,540 --> 00:14:58,540 If you're trying to describe something visually, 354 00:14:58,540 --> 00:15:00,620 give them a screenshot. 355 00:15:00,620 --> 00:15:02,160 If you can run it in the debugger 356 00:15:02,160 --> 00:15:05,820 and catch some debugging code, great. 357 00:15:05,820 --> 00:15:06,610 Save the files. 358 00:15:06,610 --> 00:15:08,930 Know the version of the game you were using. 359 00:15:08,930 --> 00:15:10,650 Be ready to help your team member who 360 00:15:10,650 --> 00:15:13,510 has to fix your horrible awful crash that happens one out 361 00:15:13,510 --> 00:15:17,970 of every four times, and you're not sure how you made it. 362 00:15:17,970 --> 00:15:19,920 Be willing to help them recreate it, 363 00:15:19,920 --> 00:15:23,680 because it can be really hard to recreate bugs. 364 00:15:23,680 --> 00:15:28,310 Finally, know the difference between a criticism 365 00:15:28,310 --> 00:15:32,000 and a critique, and make sure that your reports are 366 00:15:32,000 --> 00:15:35,050 critiques of the game and the bugs 367 00:15:35,050 --> 00:15:38,610 and not criticisms of your fellow developers 368 00:15:38,610 --> 00:15:40,080 and their ideas. 369 00:15:40,080 --> 00:15:42,420 And when I say criticism, what I mean here 370 00:15:42,420 --> 00:15:44,915 is an unsupported opinion usually delivered 371 00:15:44,915 --> 00:15:47,030 in an unprofessional tone. 372 00:15:47,030 --> 00:15:50,160 These purple elephants are junk and it's totally stupid 373 00:15:50,160 --> 00:15:52,940 that they fly. 374 00:15:52,940 --> 00:15:55,270 A critique is a statement of opinion 375 00:15:55,270 --> 00:15:59,400 about the game backed up by examples and hopefully facts. 376 00:15:59,400 --> 00:16:02,280 The purple elephants make the game too easy 377 00:16:02,280 --> 00:16:03,500 because they can fly. 378 00:16:03,500 --> 00:16:06,490 I can skip almost a third of the game play 379 00:16:06,490 --> 00:16:08,330 in the bottom area of the screen. 380 00:16:08,330 --> 00:16:09,250 There's a problem. 381 00:16:09,250 --> 00:16:10,810 There's a reason why it's a problem. 382 00:16:10,810 --> 00:16:13,107 And there's a fact that you can talk about, 383 00:16:13,107 --> 00:16:14,190 and you can have opinions. 384 00:16:14,190 --> 00:16:17,241 And it doesn't matter that the purple elephants go in the game 385 00:16:17,241 --> 00:16:17,740 or not. 386 00:16:17,740 --> 00:16:20,170 You can just talk about what they're doing in the game. 387 00:16:20,170 --> 00:16:21,961 You don't have to talk about the person who 388 00:16:21,961 --> 00:16:24,670 put the purple elephants in the game at all. 389 00:16:27,490 --> 00:16:29,080 So user testing. 390 00:16:29,080 --> 00:16:31,790 I think we've actually covered this one to death. 391 00:16:31,790 --> 00:16:35,370 But if I did a lecture about testing 392 00:16:35,370 --> 00:16:37,630 and didn't stop and talk about why you're doing it, 393 00:16:37,630 --> 00:16:39,420 it would be a little odd. 394 00:16:39,420 --> 00:16:42,530 Once again, every time we say iterative design, that 395 00:16:42,530 --> 00:16:45,720 means you make a design, you test it, you get the data, 396 00:16:45,720 --> 00:16:48,300 you move on without actually testing it with users. 397 00:16:48,300 --> 00:16:52,140 You don't get real data, et cetera and so forth. 398 00:16:52,140 --> 00:16:54,840 So I think that drum has been well and truly beaten. 399 00:16:54,840 --> 00:16:57,320 But here's a warning we haven't really 400 00:16:57,320 --> 00:17:01,980 talked about yet, which is test-driven design. 401 00:17:01,980 --> 00:17:05,960 Does not mean do what your testers tell you to do. 402 00:17:05,960 --> 00:17:09,790 Test-driven design means gather data from your testers, 403 00:17:09,790 --> 00:17:13,420 analyze it, and act on it. 404 00:17:13,420 --> 00:17:15,530 90% of all MIT students will tell you 405 00:17:15,530 --> 00:17:18,440 that your game is too easy. 406 00:17:18,440 --> 00:17:20,490 They're wrong. 407 00:17:20,490 --> 00:17:23,000 90% of all people who like to play first person shooters 408 00:17:23,000 --> 00:17:26,089 will tell you that your game needs a gun. 409 00:17:26,089 --> 00:17:28,310 If you didn't plan on having a gun in your game, 410 00:17:28,310 --> 00:17:32,350 it probably really doesn't need a gun. 411 00:17:32,350 --> 00:17:34,722 Testers are often full of solutions and suggestions 412 00:17:34,722 --> 00:17:36,430 to make your game just like the game they 413 00:17:36,430 --> 00:17:37,554 wish they were playing. 414 00:17:37,554 --> 00:17:39,220 But you're not trying to make that game. 415 00:17:39,220 --> 00:17:41,930 You're trying to make the game you're trying to make. 416 00:17:41,930 --> 00:17:44,540 So when you gather your data, put it 417 00:17:44,540 --> 00:17:47,270 through the filter of what your vision of the game is 418 00:17:47,270 --> 00:17:49,250 and what you intend your game to do, 419 00:17:49,250 --> 00:17:52,140 and don't let your testers drive your game. 420 00:17:52,140 --> 00:17:57,240 Let your vision and your data drive it. 421 00:17:57,240 --> 00:17:58,390 So how. 422 00:17:58,390 --> 00:17:59,952 How do you get ideas from testers? 423 00:17:59,952 --> 00:18:02,285 And how do you actually turn them into something useful? 424 00:18:05,327 --> 00:18:07,160 So you all remember the experimental method. 425 00:18:07,160 --> 00:18:08,810 It's actually really pretty similar. 426 00:18:08,810 --> 00:18:13,050 Going to form a hypothesis, or ask a question. 427 00:18:13,050 --> 00:18:15,250 Figure out how to get the data to that question, 428 00:18:15,250 --> 00:18:17,340 collect it, and analyze it. 429 00:18:17,340 --> 00:18:18,790 So forming a question. 430 00:18:18,790 --> 00:18:20,740 What do you need to know about your game 431 00:18:20,740 --> 00:18:23,280 that your team can't answer? 432 00:18:23,280 --> 00:18:26,530 The more specific you can be, the easier it is. 433 00:18:26,530 --> 00:18:28,450 Sometimes it is hard to get specific 434 00:18:28,450 --> 00:18:29,340 because you've got a game and you've 435 00:18:29,340 --> 00:18:30,740 got a whole lot of interlinking systems, 436 00:18:30,740 --> 00:18:32,989 and it's hard to figure out which one is making things 437 00:18:32,989 --> 00:18:33,870 not quite right. 438 00:18:33,870 --> 00:18:35,420 But do your best. 439 00:18:35,420 --> 00:18:37,310 In there a particular mechanic? 440 00:18:37,310 --> 00:18:39,650 Are people having a hard time or an easy time 441 00:18:39,650 --> 00:18:41,732 getting started on your game? 442 00:18:41,732 --> 00:18:43,440 How engaged are people in your game play? 443 00:18:43,440 --> 00:18:45,065 Are they playing the game and grinning, 444 00:18:45,065 --> 00:18:47,844 or are they just sitting there and hitting the keys? 445 00:18:47,844 --> 00:18:49,635 How many of your players complete your game 446 00:18:49,635 --> 00:18:51,260 in about the time you expected them to? 447 00:18:51,260 --> 00:18:56,870 How many of them complete too quickly or take too long? 448 00:18:56,870 --> 00:18:59,150 So when you're running scientific experiments, 449 00:18:59,150 --> 00:19:00,800 you try to standardize your conditions 450 00:19:00,800 --> 00:19:02,860 as much as possible to get data that can 451 00:19:02,860 --> 00:19:06,300 be compared with each other. 452 00:19:06,300 --> 00:19:09,080 When you're collecting qualitative data, which 453 00:19:09,080 --> 00:19:10,980 is what most focus testing data is, 454 00:19:10,980 --> 00:19:12,730 this is actually pretty hard to do but you 455 00:19:12,730 --> 00:19:15,040 want to try to do it anyway. 456 00:19:15,040 --> 00:19:20,060 So some of the ways you can do that is by 457 00:19:20,060 --> 00:19:22,760 make sure you're giving each player the same set of starting 458 00:19:22,760 --> 00:19:25,716 information by having a script to introduce your game, 459 00:19:25,716 --> 00:19:27,840 to give them any information about the game they're 460 00:19:27,840 --> 00:19:30,600 going to need because your game is in too early to have a UI. 461 00:19:30,600 --> 00:19:32,590 Games often don't have UIs that are 462 00:19:32,590 --> 00:19:35,950 particularly useful while they want to be tested early. 463 00:19:35,950 --> 00:19:39,780 That's OK, just tell your players what your UI "should" 464 00:19:39,780 --> 00:19:41,414 tell them. 465 00:19:41,414 --> 00:19:43,080 You can double this up with user testing 466 00:19:43,080 --> 00:19:45,970 by giving them pictures of the intended UI, 467 00:19:45,970 --> 00:19:48,210 and you can see if they can figure it out from there 468 00:19:48,210 --> 00:19:48,710 or not. 469 00:19:48,710 --> 00:19:51,730 But that's advanced testing tricks. 470 00:19:51,730 --> 00:19:53,725 Have a dedicated observer. 471 00:19:53,725 --> 00:19:56,100 Don't depend on their memory for what they're looking for 472 00:19:56,100 --> 00:19:58,060 or what they see. 473 00:19:58,060 --> 00:19:59,530 Give them a list of specific things 474 00:19:59,530 --> 00:20:01,980 to look for that you think will answer the questions 475 00:20:01,980 --> 00:20:03,290 you need to answer. 476 00:20:03,290 --> 00:20:05,500 Give them space to write it down with. 477 00:20:05,500 --> 00:20:07,980 And give them the autonomy to stand back 478 00:20:07,980 --> 00:20:10,270 and just take notes while someone else 479 00:20:10,270 --> 00:20:15,520 offers your player assistance or introduces them to the game. 480 00:20:15,520 --> 00:20:18,680 And finally, you really can't observe everything. 481 00:20:18,680 --> 00:20:22,550 Think about what your players might be able to tell you 482 00:20:22,550 --> 00:20:23,902 that you can't see. 483 00:20:23,902 --> 00:20:25,360 Write down a few questions for them 484 00:20:25,360 --> 00:20:27,470 to answer afterwards if you need to. 485 00:20:27,470 --> 00:20:28,370 Keep it short. 486 00:20:28,370 --> 00:20:30,578 You don't really want to make somebody write an essay 487 00:20:30,578 --> 00:20:33,250 while they do your testing. 488 00:20:33,250 --> 00:20:36,145 If you can encourage your players to talk to the game 489 00:20:36,145 --> 00:20:38,300 or to talk out loud while they play, 490 00:20:38,300 --> 00:20:42,680 that's the greatest thing ever. 491 00:20:42,680 --> 00:20:44,920 The best people I've ever heard play games 492 00:20:44,920 --> 00:20:50,120 are middle schoolers because they connect their brain 493 00:20:50,120 --> 00:20:52,660 straight to their mouth without any filter, 494 00:20:52,660 --> 00:20:53,685 and they're just there. 495 00:20:53,685 --> 00:20:55,310 They're telling you what they're doing. 496 00:20:55,310 --> 00:20:56,490 They're telling you why they're doing it. 497 00:20:56,490 --> 00:20:58,948 They're telling you why this particular aspect of your game 498 00:20:58,948 --> 00:21:01,590 is the worst thing ever, or why this particular aspect 499 00:21:01,590 --> 00:21:04,340 of your game is the greatest thing ever. 500 00:21:04,340 --> 00:21:06,970 And you can just sit there and listen to them 501 00:21:06,970 --> 00:21:08,920 and you know why they're doing things. 502 00:21:08,920 --> 00:21:10,165 Adults are a lot quieter. 503 00:21:10,165 --> 00:21:12,540 We often don't want to explain why we're doing something. 504 00:21:12,540 --> 00:21:15,210 Often it's because we don't know we're supposed to be doing. 505 00:21:15,210 --> 00:21:17,420 And we don't want to admit that I don't know what I'm doing. 506 00:21:17,420 --> 00:21:19,378 I'm just going to poke stuff until I figure out 507 00:21:19,378 --> 00:21:21,580 what's going on. 508 00:21:21,580 --> 00:21:23,680 So that's where you want to watch people. 509 00:21:23,680 --> 00:21:27,190 And if you really need to, you can lead and say, 510 00:21:27,190 --> 00:21:29,160 why did you do that thing? 511 00:21:29,160 --> 00:21:32,432 Or even better, what are you thinking? 512 00:21:32,432 --> 00:21:34,140 People will often answer those questions. 513 00:21:34,140 --> 00:21:35,889 But you really want to keep those prodding 514 00:21:35,889 --> 00:21:37,550 questions neutral. 515 00:21:37,550 --> 00:21:40,140 Don't say, why did you do that crazy thing? 516 00:21:40,140 --> 00:21:43,160 Or, what are you looking for back there? 517 00:21:43,160 --> 00:21:44,990 But just, what are you thinking? 518 00:21:44,990 --> 00:21:47,240 What are you doing? 519 00:21:47,240 --> 00:21:50,090 What's your plan? 520 00:21:50,090 --> 00:21:51,650 That sort of thing. 521 00:21:51,650 --> 00:21:53,670 Once you've got your data the team 522 00:21:53,670 --> 00:21:57,470 can review it together to notice trends, spot common problems, 523 00:21:57,470 --> 00:21:58,290 and so on. 524 00:21:58,290 --> 00:22:01,950 And that's where the things that four or five or a majority 525 00:22:01,950 --> 00:22:05,555 of your testers did or said or ran into, that's 526 00:22:05,555 --> 00:22:07,430 what you're going to be pulling out and using 527 00:22:07,430 --> 00:22:10,030 to think about how you're going to fix those problems. 528 00:22:10,030 --> 00:22:12,380 Or if you noticed a trend that you hadn't noticed before 529 00:22:12,380 --> 00:22:14,250 that people were really liking an aspect of your game 530 00:22:14,250 --> 00:22:15,990 you haven't thought about, it's something 531 00:22:15,990 --> 00:22:18,300 you can work on magnifying so that you can share it 532 00:22:18,300 --> 00:22:18,900 with everyone. 533 00:22:22,340 --> 00:22:26,230 So for those of you who fell asleep while I was talking, 534 00:22:26,230 --> 00:22:28,860 the too long didn't read version really 535 00:22:28,860 --> 00:22:32,250 is who are you testing with, because your audience will 536 00:22:32,250 --> 00:22:33,920 affect your data. 537 00:22:33,920 --> 00:22:35,970 What are you testing with? 538 00:22:35,970 --> 00:22:38,770 The state of your game will affect your data. 539 00:22:38,770 --> 00:22:41,952 That shouldn't stop you from testing with early builds, 540 00:22:41,952 --> 00:22:44,160 but it does mean you need to adjust your expectations 541 00:22:44,160 --> 00:22:46,450 and make sure your players are ready to play with it. 542 00:22:49,370 --> 00:22:52,380 And finally, why are you testing? 543 00:22:52,380 --> 00:22:54,490 Only you can answer that question. 544 00:22:54,490 --> 00:22:57,284 We can give you a lot of reasons or suggestions, 545 00:22:57,284 --> 00:22:58,700 but if you're running a focus test 546 00:22:58,700 --> 00:23:02,210 it really needs to be because you're looking for data 547 00:23:02,210 --> 00:23:05,110 that your team intends to use. 548 00:23:05,110 --> 00:23:07,240 And you can always use data to support your game. 549 00:23:07,240 --> 00:23:07,950 You really can. 550 00:23:07,950 --> 00:23:10,460 Even if you don't realize that you need it, you do. 551 00:23:13,360 --> 00:23:15,420 And I keep saying "and gather data." 552 00:23:15,420 --> 00:23:16,990 And I talked about observations. 553 00:23:16,990 --> 00:23:19,080 I talked about surveys. 554 00:23:19,080 --> 00:23:23,300 I talked about interviews, which are our three major tools 555 00:23:23,300 --> 00:23:28,264 unless you are going to go to all the work of videotaping 556 00:23:28,264 --> 00:23:29,930 and audio recording and getting releases 557 00:23:29,930 --> 00:23:32,030 from your testers, which I really don't recommend. 558 00:23:32,030 --> 00:23:34,550 That's more work than you should be doing. 559 00:23:34,550 --> 00:23:36,860 But the three major tools really are observing people 560 00:23:36,860 --> 00:23:39,730 and taking notes, asking them a standard set of questions 561 00:23:39,730 --> 00:23:42,700 afterwards-- either on paper or in person-- 562 00:23:42,700 --> 00:23:45,200 and thinking about what kind of data 563 00:23:45,200 --> 00:23:50,260 you can gather best with each of those methods. 564 00:23:50,260 --> 00:23:52,650 If you have 20 different levels you want someone 565 00:23:52,650 --> 00:23:55,369 to rate at a one to five as to whether it's good or not, 566 00:23:55,369 --> 00:23:57,035 you should just give them piece of paper 567 00:23:57,035 --> 00:23:58,576 and when they finish each level, they 568 00:23:58,576 --> 00:24:01,500 can check a number between one and five. 569 00:24:01,500 --> 00:24:03,566 If you want to see how long it takes someone 570 00:24:03,566 --> 00:24:05,440 to get started playing the game, you probably 571 00:24:05,440 --> 00:24:07,700 just want to watch them with a timer. 572 00:24:07,700 --> 00:24:10,140 How long does it take them to get from that first screen 573 00:24:10,140 --> 00:24:14,820 to getting into the game? 574 00:24:14,820 --> 00:24:17,287 And finally, if you want to get a general impression, 575 00:24:17,287 --> 00:24:19,370 sometimes talking to people helps bring out things 576 00:24:19,370 --> 00:24:20,411 that you didn't think of. 577 00:24:20,411 --> 00:24:22,260 You can get some insights you wouldn't 578 00:24:22,260 --> 00:24:24,970 have thought to ask for by talking with people. 579 00:24:24,970 --> 00:24:27,219 But be a little careful talking with people, 580 00:24:27,219 --> 00:24:28,760 because people don't want to tell you 581 00:24:28,760 --> 00:24:30,710 bad things to your face. 582 00:24:30,710 --> 00:24:33,640 They'd rather write the bad things down on a piece of paper 583 00:24:33,640 --> 00:24:35,514 where they don't have to admit that they said 584 00:24:35,514 --> 00:24:36,970 bad things about this game. 585 00:24:36,970 --> 00:24:39,050 That covers less for middle school students, 586 00:24:39,050 --> 00:24:42,260 as I mentioned earlier. 587 00:24:42,260 --> 00:24:44,450 But most people don't really want 588 00:24:44,450 --> 00:24:46,860 to say mean things to the person who 589 00:24:46,860 --> 00:24:50,040 made the game, because we don't want to make people feel bad. 590 00:24:50,040 --> 00:24:51,710 So you need to balance that out when 591 00:24:51,710 --> 00:24:53,460 you're asking people questions about well, 592 00:24:53,460 --> 00:24:55,810 how did you like the game? 593 00:24:55,810 --> 00:24:58,171 The answer is usually, oh, it's great. 594 00:24:58,171 --> 00:24:58,670 Yeah. 595 00:25:03,460 --> 00:25:07,010 So having run through all of that, 596 00:25:07,010 --> 00:25:08,990 let me fight with my computer and bring up 597 00:25:08,990 --> 00:25:09,905 a couple of examples. 598 00:25:13,630 --> 00:25:16,400 That's not the right form yet. 599 00:25:16,400 --> 00:25:19,015 So this is a script created by students 600 00:25:19,015 --> 00:25:21,620 by a team that had a dedicated QA lead person. 601 00:25:24,270 --> 00:25:27,220 I do not expect your sheets to look anything like this, 602 00:25:27,220 --> 00:25:29,380 but I want you to see an example of what someone 603 00:25:29,380 --> 00:25:32,430 did when it was their job and they were taking time 604 00:25:32,430 --> 00:25:33,290 to get things ready. 605 00:25:33,290 --> 00:25:34,910 So you can see how serious we are. 606 00:25:34,910 --> 00:25:38,110 And so you've got your observer instructions. 607 00:25:38,110 --> 00:25:40,535 And what's day's goal? 608 00:25:40,535 --> 00:25:42,160 Finding out if the feedback in the game 609 00:25:42,160 --> 00:25:45,540 works, along with a couple of other things. 610 00:25:45,540 --> 00:25:47,900 And there's a testing script written out 611 00:25:47,900 --> 00:25:51,170 pretty clearly along with some basic instructions. 612 00:25:51,170 --> 00:25:56,054 Since these teams had a dedicated focus test lead, 613 00:25:56,054 --> 00:25:57,470 they had someone who'd spent a lot 614 00:25:57,470 --> 00:25:59,360 of time thinking about testing and a lot of people 615 00:25:59,360 --> 00:26:01,360 who'd spend a lot of time working on the game. 616 00:26:01,360 --> 00:26:03,730 So the lead tester was in the position 617 00:26:03,730 --> 00:26:06,600 of trying to make sure that the team understood 618 00:26:06,600 --> 00:26:09,920 how to run tests, because they weren't experts at it either. 619 00:26:09,920 --> 00:26:13,290 So I just embedded all of the good advice right 620 00:26:13,290 --> 00:26:16,260 into the script. 621 00:26:16,260 --> 00:26:17,290 And there you have it. 622 00:26:17,290 --> 00:26:19,400 And then there's a sheet to write notes down. 623 00:26:22,740 --> 00:26:26,420 They've got the big questions that they're worried about, 624 00:26:26,420 --> 00:26:27,410 so they can write down. 625 00:26:27,410 --> 00:26:28,826 They've got space for other notes. 626 00:26:28,826 --> 00:26:32,240 And it means that whatever they've got, they've got. 627 00:26:32,240 --> 00:26:34,590 And then finally, it follows up with a fairly short 628 00:26:34,590 --> 00:26:38,680 questionnaire trying to get some answers to questions 629 00:26:38,680 --> 00:26:41,926 they're wondering about. 630 00:26:41,926 --> 00:26:44,300 The specifics are always going to vary from game to game. 631 00:26:44,300 --> 00:26:46,175 Looking at the focus test sheet from one game 632 00:26:46,175 --> 00:26:48,000 isn't going to help you wildly with yours. 633 00:26:48,000 --> 00:26:51,270 But you can think about the way the questions are worded 634 00:26:51,270 --> 00:26:54,544 and the number of questions so that you're not 635 00:26:54,544 --> 00:26:55,335 overloading people. 636 00:26:56,400 --> 00:26:59,050 I believe these are up on Stellar as a sample 637 00:26:59,050 --> 00:27:03,500 if you want to download it and look at it as an example. 638 00:27:03,500 --> 00:27:07,200 Finally, the paper we expect you to do. 639 00:27:07,200 --> 00:27:11,990 So this is the focus test report which 640 00:27:11,990 --> 00:27:13,540 is also download-able on Stellar, 641 00:27:13,540 --> 00:27:17,500 I think in either Word or Rich Text Format so you can use it. 642 00:27:17,500 --> 00:27:20,027 When we say we expect you to turn in a focus test report, 643 00:27:20,027 --> 00:27:21,860 this is what we're expecting you to turn in. 644 00:27:21,860 --> 00:27:24,799 If you take a look at it, it walks you 645 00:27:24,799 --> 00:27:26,340 through the whole process and there's 646 00:27:26,340 --> 00:27:27,770 a space for most of this stuff. 647 00:27:27,770 --> 00:27:31,430 So what's the goal of the focus test? 648 00:27:31,430 --> 00:27:33,750 Record what happened at the focus test 649 00:27:33,750 --> 00:27:36,770 and what are you going to do afterwards. 650 00:27:36,770 --> 00:27:40,560 When you are planning your focus test for this afternoon later 651 00:27:40,560 --> 00:27:44,070 in class, I recommend you download this and use it 652 00:27:44,070 --> 00:27:45,640 as your sheet to record notes on, 653 00:27:45,640 --> 00:27:50,390 because it'll help make sure that you get the data that we 654 00:27:50,390 --> 00:27:53,760 are asking you to get. 655 00:27:53,760 --> 00:27:57,300 And I think that's actually most of what 656 00:27:57,300 --> 00:27:58,610 I have to say about testing. 657 00:27:58,610 --> 00:27:59,609 Are there any questions? 658 00:28:03,159 --> 00:28:05,147 PHILLIP TAN: I have a question. 659 00:28:05,147 --> 00:28:09,620 What's currently using some bug database, 660 00:28:09,620 --> 00:28:14,590 and if so, what are folks currently using? 661 00:28:14,590 --> 00:28:17,572 Or let me rephrase that. 662 00:28:17,572 --> 00:28:20,057 Who has used a bug database before? 663 00:28:20,057 --> 00:28:23,442 What are some of the ones that you're familiar with? 664 00:28:23,442 --> 00:28:24,150 AUDIENCE: Chehra. 665 00:28:24,150 --> 00:28:26,898 PHILLIP TAN: Chehra? 666 00:28:26,898 --> 00:28:27,928 AUDIENCE: Bugzilla. 667 00:28:27,928 --> 00:28:28,886 PHILLIP TAN: Which one? 668 00:28:28,886 --> 00:28:29,383 AUDIENCE: Bugzilla. 669 00:28:29,383 --> 00:28:30,466 PHILLIP TAN: Oh, Bugzilla. 670 00:28:30,466 --> 00:28:31,371 Yeah. 671 00:28:31,371 --> 00:28:32,512 AUDIENCE: Buganizer. 672 00:28:32,512 --> 00:28:33,720 PHILLIP TAN: Which one is it? 673 00:28:33,720 --> 00:28:34,126 AUDIENCE: Buganizer. 674 00:28:34,126 --> 00:28:35,084 PHILLIP TAN: Buganizer? 675 00:28:35,084 --> 00:28:35,750 AUDIENCE: Yeah. 676 00:28:35,750 --> 00:28:37,234 PHILLIP TAN: Oh. 677 00:28:37,234 --> 00:28:38,472 AUDIENCE: I use [INAUDIBLE]. 678 00:28:38,472 --> 00:28:39,222 PHILLIP TAN: Yeah. 679 00:28:39,222 --> 00:28:42,982 AUDIENCE: [INAUDIBLE] That's the [INAUDIBLE] database, yeah. 680 00:28:42,982 --> 00:28:44,440 PHILLIP TAN: And as Sara mentioned, 681 00:28:44,440 --> 00:28:47,671 you can also just use a Google spreadsheet or something. 682 00:28:47,671 --> 00:28:51,647 AUDIENCE: [INAUDIBLE] is a great bug database too. 683 00:28:51,647 --> 00:28:54,000 PHILLIP TAN: There is always this intermediate step 684 00:28:54,000 --> 00:28:57,207 between someone entering a bug into a bug database 685 00:28:57,207 --> 00:29:00,490 and then deciding that they're going to fix it, right? 686 00:29:00,490 --> 00:29:02,872 So priority, somebody actually says 687 00:29:02,872 --> 00:29:06,640 I think the bug that the characters are 688 00:29:06,640 --> 00:29:09,142 too short or something, and then the art director 689 00:29:09,142 --> 00:29:10,536 says no, not a bug. 690 00:29:10,536 --> 00:29:13,330 Will not fix that. 691 00:29:13,330 --> 00:29:17,338 So just because you're entering something in a bug database 692 00:29:17,338 --> 00:29:19,462 doesn't necessarily mean that your team's 693 00:29:19,462 --> 00:29:21,590 committed to actually spending time on that. 694 00:29:21,590 --> 00:29:24,047 But when a team does decide that, OK, this is a bug. 695 00:29:24,047 --> 00:29:25,463 Maybe because it crashes the game. 696 00:29:25,463 --> 00:29:28,285 Maybe because it's actually not how 697 00:29:28,285 --> 00:29:31,120 we want the game to perform. 698 00:29:31,120 --> 00:29:33,383 It needs to be entered into your task list. 699 00:29:33,383 --> 00:29:36,040 So that means your task list is changing 700 00:29:36,040 --> 00:29:40,100 and you need to be able to put that in a priority. 701 00:29:40,100 --> 00:29:42,028 Possibly, this bug is more serious than some 702 00:29:42,028 --> 00:29:44,438 of the planned tasks that you already have on there. 703 00:29:44,438 --> 00:29:49,698 So you need to rearrange that so that [INAUDIBLE]. 704 00:29:49,698 --> 00:29:52,452 Something else that Sara mentioned very briefly, 705 00:29:52,452 --> 00:29:54,660 but I want to stress, MIT students 706 00:29:54,660 --> 00:29:57,943 are actually horrible testers. 707 00:29:57,943 --> 00:30:02,362 I've heard this many times from many different companies here 708 00:30:02,362 --> 00:30:04,330 and [INAUDIBLE]. 709 00:30:04,330 --> 00:30:08,120 MIT students are not a representative population 710 00:30:08,120 --> 00:30:09,490 of the general public. 711 00:30:09,490 --> 00:30:11,270 You look at systems differently. 712 00:30:11,270 --> 00:30:13,720 You look at screens differently. 713 00:30:13,720 --> 00:30:15,660 So even though most of your testing 714 00:30:15,660 --> 00:30:17,581 that we're going to be doing this semester, 715 00:30:17,581 --> 00:30:20,284 I imagine that a lot of testing you're going to do on your own 716 00:30:20,284 --> 00:30:24,362 is going to be with other people in your dorms, for instance, 717 00:30:24,362 --> 00:30:26,692 and that's fine for this class. 718 00:30:26,692 --> 00:30:30,980 But don't think that it's normal to use even university students 719 00:30:30,980 --> 00:30:32,525 as your only test audience. 720 00:30:32,525 --> 00:30:36,094 That's really not representative of the general public. 721 00:30:36,094 --> 00:30:39,127 MIT students in particular. 722 00:30:39,127 --> 00:30:40,752 PROFESSOR: MIT students do [INAUDIBLE]. 723 00:30:40,752 --> 00:30:42,752 PHILLIP TAN: The final thing, as Sara mentioned, 724 00:30:42,752 --> 00:30:44,300 user testing in two contexts. 725 00:30:44,300 --> 00:30:48,496 One for overall category of you are testing with users 726 00:30:48,496 --> 00:30:51,570 and then it's broken down to more specifically, focus 727 00:30:51,570 --> 00:30:53,016 testing and user testing. 728 00:30:53,016 --> 00:30:55,908 And you may be wondering why user testing is used 729 00:30:55,908 --> 00:31:00,484 and that [INAUDIBLE] two different things, as Sara said, 730 00:31:00,484 --> 00:31:02,480 it's good to be more granular. 731 00:31:02,480 --> 00:31:06,402 What we normally refer to as usability testing, 732 00:31:06,402 --> 00:31:10,803 as Sara mentioned, has only fairly recently 733 00:31:10,803 --> 00:31:12,656 become the standard name for it. 734 00:31:12,656 --> 00:31:13,280 PROFESSOR: Yes. 735 00:31:13,280 --> 00:31:13,780 Yeah. 736 00:31:13,780 --> 00:31:17,567 PHILLIP TAN: Back in the '90s and even the early 2000s, 737 00:31:17,567 --> 00:31:18,983 user testing and usability testing 738 00:31:18,983 --> 00:31:21,415 were basically the same thing, because we 739 00:31:21,415 --> 00:31:23,730 were talking about websites and enterprise software. 740 00:31:23,730 --> 00:31:25,142 We were not talking about games. 741 00:31:25,142 --> 00:31:27,350 So the only kind of user testing that you'd be doing, 742 00:31:27,350 --> 00:31:29,540 putting a piece of software in front of someone, 743 00:31:29,540 --> 00:31:31,350 getting feedback, was usability testing. 744 00:31:31,350 --> 00:31:34,315 That's why they had the same name for so long. 745 00:31:34,315 --> 00:31:36,970 But now there's focus testing, which is very, very applicable 746 00:31:36,970 --> 00:31:40,523 not just for games but also for things like user experience. 747 00:31:40,523 --> 00:31:43,290 I had not heard that term user experience [INAUDIBLE]. 748 00:31:43,290 --> 00:31:46,744 So where it's not just can the player figure out what to do, 749 00:31:46,744 --> 00:31:49,510 but the person actually having the desired experience 750 00:31:49,510 --> 00:31:50,545 for playing the game. 751 00:31:50,545 --> 00:31:55,230 That's why now there's multiple names for that. 752 00:31:55,230 --> 00:31:57,710 PROFESSOR: Thank you. 753 00:31:57,710 --> 00:31:59,150 Then I think I'm out of here. 754 00:31:59,150 --> 00:32:02,095 I'm going to sneak off with my computer. 755 00:32:02,095 --> 00:32:03,220 GENEVIEVE CONLEY: Hi, guys. 756 00:32:03,220 --> 00:32:04,710 My name is Genevieve Conley. 757 00:32:04,710 --> 00:32:07,020 I'm a researcher at Riot. 758 00:32:07,020 --> 00:32:08,680 And some other terms that you might 759 00:32:08,680 --> 00:32:11,760 have heard for that, user experience researcher, user 760 00:32:11,760 --> 00:32:14,380 researcher, or the way we were just talking about it, 761 00:32:14,380 --> 00:32:16,405 like user tester basically. 762 00:32:16,405 --> 00:32:17,580 And a little bit about me. 763 00:32:17,580 --> 00:32:20,210 I graduated from MIT in 2010. 764 00:32:20,210 --> 00:32:22,520 I got my degree in Course 9. 765 00:32:22,520 --> 00:32:25,810 And I actually worked at the MIT Gambit game 766 00:32:25,810 --> 00:32:27,520 lab on a couple games there. 767 00:32:27,520 --> 00:32:30,010 So that's actually where I got my start doing user testing, 768 00:32:30,010 --> 00:32:32,700 was in the summer projects we would run play tests 769 00:32:32,700 --> 00:32:34,760 with local community members, have them come in, 770 00:32:34,760 --> 00:32:39,010 and that's where I actually did my first user tests. 771 00:32:39,010 --> 00:32:40,990 So I work at Riot Games. 772 00:32:40,990 --> 00:32:44,140 How many of you guys have heard of League of Legends before? 773 00:32:44,140 --> 00:32:44,640 OK. 774 00:32:44,640 --> 00:32:47,510 How many of you actively play League of Legends? 775 00:32:47,510 --> 00:32:48,050 OK, good. 776 00:32:48,050 --> 00:32:50,050 So I'll give a little bit of context on the game 777 00:32:50,050 --> 00:32:51,090 just so I'm not losing anybody. 778 00:32:51,090 --> 00:32:52,290 And I'll try to make sure I explain 779 00:32:52,290 --> 00:32:54,870 all of our jargon, because sometimes when you're in a game 780 00:32:54,870 --> 00:32:57,745 company you just start using the language like everybody 781 00:32:57,745 --> 00:32:58,620 speaks that language. 782 00:32:58,620 --> 00:33:01,440 But a little bit about Riot is we make League of Legends. 783 00:33:01,440 --> 00:33:03,750 And our core mission is that we aspire 784 00:33:03,750 --> 00:33:06,590 to be the most player-focused game company in the world. 785 00:33:06,590 --> 00:33:08,290 And this is going to be relevant to what 786 00:33:08,290 --> 00:33:10,331 I'm talking about today, because you can't really 787 00:33:10,331 --> 00:33:13,080 be player-focused if you don't talk to your players. 788 00:33:13,080 --> 00:33:15,360 So what this means at Riot is we think about all 789 00:33:15,360 --> 00:33:18,370 of our decisions in terms of how much player value it adds, 790 00:33:18,370 --> 00:33:21,749 or how much player pain something negative causes. 791 00:33:21,749 --> 00:33:24,040 So this is like-- I don't know if any of you familiar-- 792 00:33:24,040 --> 00:33:25,722 we have an eSports scene, and right now 793 00:33:25,722 --> 00:33:27,680 we're in the middle of our world championships. 794 00:33:27,680 --> 00:33:30,500 And we created a video and a song that would basically, 795 00:33:30,500 --> 00:33:33,630 we hoped to be the anthem of the world championship. 796 00:33:33,630 --> 00:33:36,100 And this is something that a couple people at the studio 797 00:33:36,100 --> 00:33:38,360 thought was really important, so they just went out and made it. 798 00:33:38,360 --> 00:33:40,526 And the point was just to make the players pumped up 799 00:33:40,526 --> 00:33:42,370 about worlds and to give them a song that 800 00:33:42,370 --> 00:33:43,575 represented how they feel. 801 00:33:43,575 --> 00:33:45,450 And this is just a small example of something 802 00:33:45,450 --> 00:33:47,286 that happens at Riot where we really 803 00:33:47,286 --> 00:33:48,910 just want to do something that we think 804 00:33:48,910 --> 00:33:50,380 players will think is cool. 805 00:33:50,380 --> 00:33:52,030 And one of the ways if we do that 806 00:33:52,030 --> 00:33:53,760 is through play testing and user testing. 807 00:33:53,760 --> 00:33:55,680 And I'm going to use a little bit different terminology, 808 00:33:55,680 --> 00:33:58,000 so I'll make sure that I tie it back into the way 809 00:33:58,000 --> 00:34:00,190 that Sara's been talking about it as we go. 810 00:34:00,190 --> 00:34:01,690 So a little about League of Legends. 811 00:34:01,690 --> 00:34:04,290 It's generally a 5v5 game. 812 00:34:04,290 --> 00:34:05,670 It's a team oriented game. 813 00:34:05,670 --> 00:34:07,570 So you play as a member of a team. 814 00:34:07,570 --> 00:34:10,190 And you usually play a specific role or position on that team, 815 00:34:10,190 --> 00:34:12,139 just like basketball. 816 00:34:12,139 --> 00:34:15,029 And you play as one of many champions. 817 00:34:15,029 --> 00:34:16,570 And it's online and it's competitive. 818 00:34:16,570 --> 00:34:18,760 So like I said, we have an eSports scene where 819 00:34:18,760 --> 00:34:20,060 you play against another team. 820 00:34:20,060 --> 00:34:23,086 And you go basically across this map, try to take objectives, 821 00:34:23,086 --> 00:34:24,460 and ultimately blow up this thing 822 00:34:24,460 --> 00:34:26,168 called the Nexus which is a giant crystal 823 00:34:26,168 --> 00:34:29,469 on the other side of the map. 824 00:34:29,469 --> 00:34:31,254 And you play as a champion. 825 00:34:31,254 --> 00:34:33,370 And these are player characters that each 826 00:34:33,370 --> 00:34:36,909 have an individual set of skills, different play styles, 827 00:34:36,909 --> 00:34:39,360 and there's over 120 of them in our game. 828 00:34:39,360 --> 00:34:41,989 So even though each game is session based-- 829 00:34:41,989 --> 00:34:44,667 you don't level up your character necessarily 830 00:34:44,667 --> 00:34:46,250 over the lifetime of playing the game, 831 00:34:46,250 --> 00:34:49,159 each session is a new session-- there's lots of different ways 832 00:34:49,159 --> 00:34:51,150 to play because we have lots of different characters, which 833 00:34:51,150 --> 00:34:52,358 I'll talk to in a little bit. 834 00:34:55,250 --> 00:34:56,750 So one of things that I talked about 835 00:34:56,750 --> 00:34:59,290 is it's really hard to be player-focused if you 836 00:34:59,290 --> 00:35:01,330 don't talk to your players. 837 00:35:01,330 --> 00:35:03,000 And one of things at Riot is that we all 838 00:35:03,000 --> 00:35:03,990 play League of Legends. 839 00:35:03,990 --> 00:35:05,700 In fact, some of us play it a lot. 840 00:35:05,700 --> 00:35:07,480 Some of us play a lot at work. 841 00:35:07,480 --> 00:35:09,640 But just because you play your own game 842 00:35:09,640 --> 00:35:12,250 doesn't mean that you actually know what it's 843 00:35:12,250 --> 00:35:13,530 like for all of your players. 844 00:35:13,530 --> 00:35:16,140 And using MIT students is a great example. 845 00:35:16,140 --> 00:35:17,970 If you guys just play with MIT students, 846 00:35:17,970 --> 00:35:20,130 you might not know what it's like for people 847 00:35:20,130 --> 00:35:22,380 in other countries, for example. 848 00:35:22,380 --> 00:35:24,130 So one of things we try to do is make sure 849 00:35:24,130 --> 00:35:25,860 that we understand our players broadly 850 00:35:25,860 --> 00:35:27,390 and know that we are our players, 851 00:35:27,390 --> 00:35:31,510 but we are a small sub-segment of our players. 852 00:35:31,510 --> 00:35:33,300 The way we use research is it equips 853 00:35:33,300 --> 00:35:36,090 us to understand player beliefs, their needs, their desires, 854 00:35:36,090 --> 00:35:37,590 and their relationship with the game 855 00:35:37,590 --> 00:35:39,870 and with other people in the game. 856 00:35:39,870 --> 00:35:43,170 And what this allows us to do is design experiences. 857 00:35:43,170 --> 00:35:46,764 So there's specific experiences, interactions 858 00:35:46,764 --> 00:35:47,930 that we're hoping to design. 859 00:35:47,930 --> 00:35:49,890 So in general when we're creating a feature, 860 00:35:49,890 --> 00:35:52,550 we have a set of goals that we're trying to achieve. 861 00:35:52,550 --> 00:35:55,590 And what we want to do is we want to help designers. 862 00:35:55,590 --> 00:35:58,110 developers, QA, artists, we want to help 863 00:35:58,110 --> 00:35:59,489 them achieve these goals. 864 00:35:59,489 --> 00:36:02,030 So we want to know exactly what they're trying to do and then 865 00:36:02,030 --> 00:36:04,240 get them feedback on how well those goals are being 866 00:36:04,240 --> 00:36:06,360 communicated to players, how well they're actually 867 00:36:06,360 --> 00:36:08,110 able to interact with those, and then what 868 00:36:08,110 --> 00:36:11,036 their reception is as a result. 869 00:36:11,036 --> 00:36:12,660 So the way I'm going to break this down 870 00:36:12,660 --> 00:36:14,850 is play tests and user labs, which is essentially 871 00:36:14,850 --> 00:36:16,516 the way we were talking about it before, 872 00:36:16,516 --> 00:36:19,740 is play tests and user tests. 873 00:36:19,740 --> 00:36:23,500 So play test is the backbone of creating your game. 874 00:36:23,500 --> 00:36:25,900 It's really, really difficult to create a game 875 00:36:25,900 --> 00:36:27,040 without play testing it. 876 00:36:27,040 --> 00:36:29,540 So I'm glad that's really part of how you guys are designing 877 00:36:29,540 --> 00:36:30,410 your games. 878 00:36:30,410 --> 00:36:32,820 And play tests basically allow us to quickly gather 879 00:36:32,820 --> 00:36:35,140 information about a game or a feature 880 00:36:35,140 --> 00:36:36,750 to see how it's working. 881 00:36:36,750 --> 00:36:39,036 And typically, this is done with resources 882 00:36:39,036 --> 00:36:40,160 that are readily available. 883 00:36:40,160 --> 00:36:43,470 So people in your dorms, people in your class, or at Riot, 884 00:36:43,470 --> 00:36:47,212 we often do it with other Rioters, and even on the team. 885 00:36:47,212 --> 00:36:49,170 And some of the benefits we can get out of this 886 00:36:49,170 --> 00:36:51,060 is we can identify technical issues. 887 00:36:51,060 --> 00:36:53,067 Now, Sara talked about a specific type 888 00:36:53,067 --> 00:36:55,150 of this, which is quality assurance testing, which 889 00:36:55,150 --> 00:36:56,446 is less what I'm talking about. 890 00:36:56,446 --> 00:36:58,320 I'm more talking about testing with your team 891 00:36:58,320 --> 00:37:00,710 to just quickly identify technical issues that 892 00:37:00,710 --> 00:37:02,722 might prevent you from playing that game. 893 00:37:02,722 --> 00:37:04,430 You can also look at things like balance. 894 00:37:04,430 --> 00:37:06,710 So in a competitive game like League of Legends, 895 00:37:06,710 --> 00:37:08,550 you play against other players. 896 00:37:08,550 --> 00:37:11,160 And if one type of character is really overpowered 897 00:37:11,160 --> 00:37:13,950 or has a significant advantage over another type of character, 898 00:37:13,950 --> 00:37:16,140 we can quickly identify that through play testing. 899 00:37:16,140 --> 00:37:18,850 So for instance, our designers have two play tests a day 900 00:37:18,850 --> 00:37:20,970 where they test their in-progress champions 901 00:37:20,970 --> 00:37:23,150 to see if there's anything basically game breaking 902 00:37:23,150 --> 00:37:25,970 like that that they can quickly identify and iterate on. 903 00:37:25,970 --> 00:37:27,489 We can also look at things for fun. 904 00:37:27,489 --> 00:37:29,030 I mean, this is the most obvious one. 905 00:37:29,030 --> 00:37:31,196 But it's really important when you're making a game, 906 00:37:31,196 --> 00:37:33,840 if the game is supposed to be fun, that it is actually fun. 907 00:37:33,840 --> 00:37:36,400 And in our case, we do want to have a fun game. 908 00:37:36,400 --> 00:37:39,250 So we have a whole group of designers and developers 909 00:37:39,250 --> 00:37:41,300 that have a team which is known as the play team 910 00:37:41,300 --> 00:37:43,190 and they make temporary game modes. 911 00:37:43,190 --> 00:37:45,010 So I don't know if anybody played recently, 912 00:37:45,010 --> 00:37:47,430 but we had a big in-game event called Shurima, 913 00:37:47,430 --> 00:37:49,410 and we had this game mode called Ascension. 914 00:37:49,410 --> 00:37:50,868 And when they were developing that, 915 00:37:50,868 --> 00:37:54,070 they were often several times a day-- many, many times a day, 916 00:37:54,070 --> 00:37:56,296 in some cases-- testing every iteration 917 00:37:56,296 --> 00:37:58,170 that they made to that game mode to make sure 918 00:37:58,170 --> 00:37:59,242 that it was actually fun. 919 00:37:59,242 --> 00:38:00,700 And a lot of times what you'll find 920 00:38:00,700 --> 00:38:03,490 is that your game isn't necessarily fun sometimes. 921 00:38:03,490 --> 00:38:05,730 And that's OK, because each time you make a change, 922 00:38:05,730 --> 00:38:07,410 you're getting closer to that fun experience. 923 00:38:07,410 --> 00:38:09,640 One day, you'll be playing your game and like, oh my gosh, 924 00:38:09,640 --> 00:38:10,570 it's actually fun now. 925 00:38:10,570 --> 00:38:11,153 This is great. 926 00:38:11,153 --> 00:38:11,800 Let's do this. 927 00:38:11,800 --> 00:38:14,641 So it's a really good way to get that feedback. 928 00:38:14,641 --> 00:38:16,890 And another specific area that we're looking for a lot 929 00:38:16,890 --> 00:38:18,305 when we play test is clarity. 930 00:38:18,305 --> 00:38:19,680 And clarity is a word that we use 931 00:38:19,680 --> 00:38:22,500 to mean basically how clear is the information-- 932 00:38:22,500 --> 00:38:25,590 either the visual information or the mechanical information-- 933 00:38:25,590 --> 00:38:27,820 how well is that being communicated to players? 934 00:38:27,820 --> 00:38:29,680 So this could be something like with UI, 935 00:38:29,680 --> 00:38:31,430 if you just have a picture and you show it 936 00:38:31,430 --> 00:38:34,850 to players or to your dorm-mates, your classmates, 937 00:38:34,850 --> 00:38:38,040 how easily are they able to identify what a button means? 938 00:38:38,040 --> 00:38:40,475 Or which things are clickable and not clickable. 939 00:38:40,475 --> 00:38:42,350 Those things are all really, really important 940 00:38:42,350 --> 00:38:44,150 in a game like ours where we have 941 00:38:44,150 --> 00:38:46,935 five people on a team, 10 people on the map, each 942 00:38:46,935 --> 00:38:49,060 with their own set of abilities and visual effects. 943 00:38:49,060 --> 00:38:50,810 And there could be a lot of visual clutter 944 00:38:50,810 --> 00:38:53,079 if we didn't think about this type of thing. 945 00:38:53,079 --> 00:38:55,620 And then the way we typically get these, at least at Riot, is 946 00:38:55,620 --> 00:38:56,720 like I said, team tests. 947 00:38:56,720 --> 00:38:59,260 That's the example I used with the designers and the play 948 00:38:59,260 --> 00:38:59,761 team. 949 00:38:59,761 --> 00:39:01,343 They're just playing within their team 950 00:39:01,343 --> 00:39:03,680 frequently to make sure that they can quickly and easily 951 00:39:03,680 --> 00:39:05,300 give each other feedback. 952 00:39:05,300 --> 00:39:06,960 Quality assurance test is another type 953 00:39:06,960 --> 00:39:09,000 that's a very specific implementation of this, 954 00:39:09,000 --> 00:39:10,420 which Sara spoke to. 955 00:39:10,420 --> 00:39:12,456 And in house "guerrilla tests"-- and I always 956 00:39:12,456 --> 00:39:14,330 have to be careful how I say "guerrilla," not 957 00:39:14,330 --> 00:39:15,960 "gorilla." "Guerrilla." 958 00:39:15,960 --> 00:39:17,950 This is when we bring other Rioters who 959 00:39:17,950 --> 00:39:20,670 aren't part of a team who maybe haven't had exposure 960 00:39:20,670 --> 00:39:22,090 to that particular feature. 961 00:39:22,090 --> 00:39:23,790 This is particularly useful for things 962 00:39:23,790 --> 00:39:27,400 like clarity or usability tests, because we don't necessarily 963 00:39:27,400 --> 00:39:30,590 need to have that perception or that sentiment that 964 00:39:30,590 --> 00:39:32,450 is really unique to players. 965 00:39:32,450 --> 00:39:34,500 What we need here instead is just see, hey, 966 00:39:34,500 --> 00:39:37,637 how easily is this usable for a reasonably tech savvy person? 967 00:39:37,637 --> 00:39:40,220 But even then, of course, there are some cultural differences. 968 00:39:40,220 --> 00:39:41,760 There's some hardware differences. 969 00:39:41,760 --> 00:39:44,510 So it's a first phase when you do them as guerrilla testing. 970 00:39:44,510 --> 00:39:46,635 And you always want to make sure that you follow up 971 00:39:46,635 --> 00:39:49,800 with real players after the fact. 972 00:39:49,800 --> 00:39:52,280 So user labs, this is what I really focus in. 973 00:39:52,280 --> 00:39:54,154 So I use a lot of different methods at Riot, 974 00:39:54,154 --> 00:39:55,570 but one of the key ways that we're 975 00:39:55,570 --> 00:39:58,500 able to get player feedback is by bringing players 976 00:39:58,500 --> 00:40:00,577 to Riot to have them play the game. 977 00:40:00,577 --> 00:40:02,160 So this is a way to help us understand 978 00:40:02,160 --> 00:40:06,430 how real players will actually approach a feature. 979 00:40:06,430 --> 00:40:09,650 What we get out of this is really, really important. 980 00:40:09,650 --> 00:40:11,130 We get reception and interest. 981 00:40:11,130 --> 00:40:13,640 Like, how stoked are players going to be about something, 982 00:40:13,640 --> 00:40:16,420 or what we call the table flip reaction. 983 00:40:16,420 --> 00:40:18,422 Which is like, we're working on an update 984 00:40:18,422 --> 00:40:19,630 to Summoner's Rift right now. 985 00:40:19,630 --> 00:40:20,736 And it was early on. 986 00:40:20,736 --> 00:40:22,360 It was really important for us to know, 987 00:40:22,360 --> 00:40:23,770 were players going to be really upset 988 00:40:23,770 --> 00:40:26,230 that we were changing something that's so key to the game. 989 00:40:26,230 --> 00:40:27,920 So we made sure to loop them on very early 990 00:40:27,920 --> 00:40:30,420 in on the process to see how they were responding to changes 991 00:40:30,420 --> 00:40:31,700 we were going to make. 992 00:40:31,700 --> 00:40:34,220 We also look for things like usage patterns and errors. 993 00:40:34,220 --> 00:40:35,595 And this is important that we get 994 00:40:35,595 --> 00:40:37,740 a broad swath of different types of players 995 00:40:37,740 --> 00:40:39,750 to look at this type of thing, especially 996 00:40:39,750 --> 00:40:42,070 with things like we just updated the client. 997 00:40:42,070 --> 00:40:44,300 Making sure that the changes we made to the interface 998 00:40:44,300 --> 00:40:46,180 weren't going to confuse players-- 999 00:40:46,180 --> 00:40:48,810 experienced players who were used to our old version 1000 00:40:48,810 --> 00:40:50,280 and new players who would be coming 1001 00:40:50,280 --> 00:40:51,770 into our game for the first time. 1002 00:40:51,770 --> 00:40:54,100 We also look at needs and desires. 1003 00:40:54,100 --> 00:40:58,350 And this is not like Maslov's-- Maslow's hierarchy of needs. 1004 00:40:58,350 --> 00:41:00,750 It's more like, what are things that players really 1005 00:41:00,750 --> 00:41:02,840 want from our game? 1006 00:41:02,840 --> 00:41:05,870 And understanding that can be difficult sometimes 1007 00:41:05,870 --> 00:41:07,950 because, like I said, we all play our game. 1008 00:41:07,950 --> 00:41:09,700 We're very entrenched in this experience. 1009 00:41:09,700 --> 00:41:11,650 We have our own experience in the game 1010 00:41:11,650 --> 00:41:13,560 that we feel very strongly about. 1011 00:41:13,560 --> 00:41:15,706 But understanding that other players might 1012 00:41:15,706 --> 00:41:17,080 have different needs and desires, 1013 00:41:17,080 --> 00:41:18,663 and understanding what proportion that 1014 00:41:18,663 --> 00:41:20,980 represents within our broader player base, 1015 00:41:20,980 --> 00:41:23,430 these are really important things to understand. 1016 00:41:23,430 --> 00:41:25,320 How we get this is a lot of different ways 1017 00:41:25,320 --> 00:41:26,790 that I'm actually going to go into in a little bit 1018 00:41:26,790 --> 00:41:27,660 more detail. 1019 00:41:27,660 --> 00:41:30,147 And each one has a specific application, 1020 00:41:30,147 --> 00:41:31,730 but there are a few that we use pretty 1021 00:41:31,730 --> 00:41:33,230 much in every user lab, which I'm 1022 00:41:33,230 --> 00:41:35,202 going to go through right now. 1023 00:41:35,202 --> 00:41:37,160 So the first is something we just talked about, 1024 00:41:37,160 --> 00:41:38,455 which is just observation. 1025 00:41:38,455 --> 00:41:41,080 And I bring this up because it's something that anybody can do. 1026 00:41:41,080 --> 00:41:44,000 You don't need a dedicated researcher like myself. 1027 00:41:44,000 --> 00:41:46,210 You guys should and will be doing this. 1028 00:41:46,210 --> 00:41:48,200 And so in this case, I have Chris, 1029 00:41:48,200 --> 00:41:50,860 who is a developer at Riot, sitting in for a player. 1030 00:41:50,860 --> 00:41:53,550 And I have [? Jisan, ?] who is another researcher at Riot, 1031 00:41:53,550 --> 00:41:56,310 sitting over his shoulder watching him play. 1032 00:41:56,310 --> 00:41:58,570 In our case, we typically just have one researcher 1033 00:41:58,570 --> 00:42:00,400 in the room both taking the notes 1034 00:42:00,400 --> 00:42:02,140 and doing the observation, just because 1035 00:42:02,140 --> 00:42:03,690 of resource limitations. 1036 00:42:03,690 --> 00:42:06,420 And because we've done this a lot and it's our full time job. 1037 00:42:06,420 --> 00:42:09,220 So in this case, [? Jisan ?] is watching 1038 00:42:09,220 --> 00:42:11,012 Chris interact with the client. 1039 00:42:11,012 --> 00:42:13,470 And you can see in his hand, he's actually got the script-- 1040 00:42:13,470 --> 00:42:15,670 or what we call protocol-- in his hands 1041 00:42:15,670 --> 00:42:18,160 so he can remember what things he should be looking for, 1042 00:42:18,160 --> 00:42:19,392 what things he wants to say. 1043 00:42:19,392 --> 00:42:21,850 In this case, we don't generally try to use it as a script. 1044 00:42:21,850 --> 00:42:24,082 We try to use it as a memory refresher. 1045 00:42:24,082 --> 00:42:26,290 That way, players can feel really comfortable with us 1046 00:42:26,290 --> 00:42:27,873 and feel like they have a relationship 1047 00:42:27,873 --> 00:42:30,692 and can have a comfortable conversation. 1048 00:42:30,692 --> 00:42:32,650 One of the ways we achieve this is through what 1049 00:42:32,650 --> 00:42:34,945 we call the Think Aloud protocol, which is what Sara 1050 00:42:34,945 --> 00:42:36,350 was referencing, which is basically we 1051 00:42:36,350 --> 00:42:38,350 try to make sure that they have this direct link 1052 00:42:38,350 --> 00:42:39,740 from their mind to their mouth. 1053 00:42:39,740 --> 00:42:41,530 And there's a couple ways to achieve this 1054 00:42:41,530 --> 00:42:43,590 that I'll speak to, but the goal of this 1055 00:42:43,590 --> 00:42:46,150 is we want to know exactly what the game is communicating 1056 00:42:46,150 --> 00:42:48,950 to players, and then how players are processing that 1057 00:42:48,950 --> 00:42:50,492 and creating an internal model. 1058 00:42:50,492 --> 00:42:51,950 And the best way to do that is just 1059 00:42:51,950 --> 00:42:53,610 to step back and let them tell you 1060 00:42:53,610 --> 00:42:55,210 exactly what they're seeing. 1061 00:42:55,210 --> 00:42:57,270 And if you aren't quite sure what they're seeing, 1062 00:42:57,270 --> 00:42:59,542 then you can follow up, which I'll get to in a second. 1063 00:42:59,542 --> 00:43:02,000 So here's an example of a player who's seeing our character 1064 00:43:02,000 --> 00:43:04,210 Lucian, who is a champion who was released 1065 00:43:04,210 --> 00:43:05,810 fairly recently in the game. 1066 00:43:05,810 --> 00:43:08,190 She's seeing him before he had been released 1067 00:43:08,190 --> 00:43:09,940 in a work in progress state and giving us 1068 00:43:09,940 --> 00:43:12,374 feedback on what she sees. 1069 00:43:12,374 --> 00:43:13,040 [VIDEO PLAYBACK] 1070 00:43:13,040 --> 00:43:17,140 -I can see that he walks faster than the normal-- 1071 00:43:17,140 --> 00:43:18,012 [END PLAYBACK] 1072 00:43:18,012 --> 00:43:21,002 GENEVIEVE CONLEY: Sorry, we forgot to plug in the audio. 1073 00:43:21,002 --> 00:43:22,710 I think you guys could hear it all right. 1074 00:43:26,066 --> 00:43:26,566 All right. 1075 00:43:26,566 --> 00:43:27,048 [VIDEO PLAYBACK] 1076 00:43:27,048 --> 00:43:27,530 -[INAUDIBLE]. 1077 00:43:27,530 --> 00:43:28,488 GENEVIEVE CONLEY: Oops. 1078 00:43:31,386 --> 00:43:36,832 -I can see that he walks faster than the normal character 1079 00:43:36,832 --> 00:43:41,188 would, but his animation doesn't make it seem so. 1080 00:43:41,188 --> 00:43:44,576 It seems like he takes a really big stride, 1081 00:43:44,576 --> 00:43:49,076 but I was imagining him to walk really fast. 1082 00:43:49,076 --> 00:43:51,556 But it seems like it looks like that way. 1083 00:43:51,556 --> 00:43:52,140 [END PLAYBACK] 1084 00:43:52,140 --> 00:43:53,764 GENEVIEVE CONLEY: So this is an example 1085 00:43:53,764 --> 00:43:56,210 where the player has just brought this up to us that she 1086 00:43:56,210 --> 00:43:58,650 expected him to move one way, and he's actually 1087 00:43:58,650 --> 00:44:00,349 operating in a different way. 1088 00:44:00,349 --> 00:44:02,140 You can think of this is as like, basically 1089 00:44:02,140 --> 00:44:03,750 a violation of expectations, which 1090 00:44:03,750 --> 00:44:07,010 is often what we're looking for especially with our characters. 1091 00:44:07,010 --> 00:44:09,580 Does what you see and what you hear about a champion match 1092 00:44:09,580 --> 00:44:11,340 with how they actually play? 1093 00:44:11,340 --> 00:44:13,540 So one way you can do this is to just let them talk. 1094 00:44:13,540 --> 00:44:17,090 And it is really important not to be giving feedback on 1095 00:44:17,090 --> 00:44:19,150 whether or not you think they're correct, 1096 00:44:19,150 --> 00:44:20,840 especially if they do have a question. 1097 00:44:20,840 --> 00:44:23,300 It's also really important not to be judgmental, right? 1098 00:44:23,300 --> 00:44:24,895 So the way you phrase your questions, 1099 00:44:24,895 --> 00:44:26,770 even if you aren't actually being judgmental, 1100 00:44:26,770 --> 00:44:29,620 sometimes players might think that you're judging them. 1101 00:44:29,620 --> 00:44:32,120 So one of the contexts we give players upfront 1102 00:44:32,120 --> 00:44:33,942 is always for us, since we actually 1103 00:44:33,942 --> 00:44:36,400 didn't work on the game or the feature that they're seeing, 1104 00:44:36,400 --> 00:44:38,540 we can say, we didn't work on this. 1105 00:44:38,540 --> 00:44:40,920 It's really important that you give us honest feedback. 1106 00:44:40,920 --> 00:44:42,669 I'm not going to go home and cry at night, 1107 00:44:42,669 --> 00:44:44,894 so I want you to give me totally honest feedback. 1108 00:44:44,894 --> 00:44:46,810 And we also let them know that sometimes we're 1109 00:44:46,810 --> 00:44:49,060 going to ask them questions, and we're asking it 1110 00:44:49,060 --> 00:44:50,670 so that we can understand what they're 1111 00:44:50,670 --> 00:44:51,920 thinking because that's what we're 1112 00:44:51,920 --> 00:44:53,086 interested in understanding. 1113 00:44:53,086 --> 00:44:54,480 We're not asking it because there 1114 00:44:54,480 --> 00:44:56,966 is a right or wrong answer. 1115 00:44:56,966 --> 00:44:58,590 So one of the ways that makes it easier 1116 00:44:58,590 --> 00:45:00,910 to make sure that we understand what 1117 00:45:00,910 --> 00:45:02,455 their mental model of the game is 1118 00:45:02,455 --> 00:45:04,600 is a follow-up with some probing questions. 1119 00:45:04,600 --> 00:45:06,330 So the player in the previous example 1120 00:45:06,330 --> 00:45:08,220 was pretty clear about what she was seeing 1121 00:45:08,220 --> 00:45:10,066 and why it violated her expectations, 1122 00:45:10,066 --> 00:45:11,690 but sometimes players don't necessarily 1123 00:45:11,690 --> 00:45:14,110 know why it doesn't actually fit what they expected. 1124 00:45:14,110 --> 00:45:16,110 Or they might know that something's frustrating, 1125 00:45:16,110 --> 00:45:18,340 but they're not necessarily giving you the answer why. 1126 00:45:18,340 --> 00:45:19,560 So one of the ways you can follow it up 1127 00:45:19,560 --> 00:45:21,170 is either with probing questions, which 1128 00:45:21,170 --> 00:45:23,640 you ask in the moment, or you can follow up with interviews 1129 00:45:23,640 --> 00:45:24,500 after the fact. 1130 00:45:24,500 --> 00:45:26,499 So here's an example of [? Jisan ?] following up 1131 00:45:26,499 --> 00:45:29,214 with a player who just saw Lucian for the first time. 1132 00:45:29,214 --> 00:45:29,880 [VIDEO PLAYBACK] 1133 00:45:29,880 --> 00:45:32,130 -How was that play [INAUDIBLE]? 1134 00:45:32,130 --> 00:45:33,250 -I thought it was fun. 1135 00:45:33,250 --> 00:45:35,896 I thought it was [? different. ?] 1136 00:45:35,896 --> 00:45:38,782 -What makes it fun and something different about it? 1137 00:45:42,680 --> 00:45:47,914 -So he, I guess, normal [INAUDIBLE] skills, 1138 00:45:47,914 --> 00:45:49,122 just increased the intensity. 1139 00:45:51,800 --> 00:45:55,290 A lot of his skills based off of move speed and [INAUDIBLE] 1140 00:45:55,290 --> 00:45:58,720 speed, and I guess he feels [? confident. ?] 1141 00:45:58,720 --> 00:45:59,454 [END PLAYBACK] 1142 00:45:59,454 --> 00:46:01,120 GENEVIEVE CONLEY: So this is an example. 1143 00:46:01,120 --> 00:46:02,578 A lot of times you'll find this, is 1144 00:46:02,578 --> 00:46:04,530 that when you ask that initial question, 1145 00:46:04,530 --> 00:46:06,260 you get a short response. 1146 00:46:06,260 --> 00:46:09,010 And what we're always trying to do as researchers is invite 1147 00:46:09,010 --> 00:46:12,260 a conversation where they're just really comfortable telling 1148 00:46:12,260 --> 00:46:14,855 us exactly what they feel and giving us a lot of detail. 1149 00:46:14,855 --> 00:46:17,230 So in the first question, he asked a really broad opening 1150 00:46:17,230 --> 00:46:19,200 question, which was "how was that?" 1151 00:46:19,200 --> 00:46:20,992 He didn't even ask, "how did that feel," 1152 00:46:20,992 --> 00:46:22,700 which might lead in a certain direction-- 1153 00:46:22,700 --> 00:46:24,930 although that would be an appropriate question as well. 1154 00:46:24,930 --> 00:46:26,400 He left it wide open for the player 1155 00:46:26,400 --> 00:46:28,502 to take us where they wanted to talk about it. 1156 00:46:28,502 --> 00:46:29,960 So the player mentioned that it was 1157 00:46:29,960 --> 00:46:31,500 fun and something different. 1158 00:46:31,500 --> 00:46:33,430 So [? Jisan ?] wanted to get more depth 1159 00:46:33,430 --> 00:46:35,940 into what does that actually mean, because that alone 1160 00:46:35,940 --> 00:46:37,560 doesn't give us enough direction to be 1161 00:46:37,560 --> 00:46:40,020 able to provide to our designers to say what was good, 1162 00:46:40,020 --> 00:46:41,130 what was working. 1163 00:46:41,130 --> 00:46:44,300 So he mirrored exactly what the player said back at him. 1164 00:46:44,300 --> 00:46:46,600 He said, oh, what was fun and what 1165 00:46:46,600 --> 00:46:48,540 was the thing that made it feel different? 1166 00:46:48,540 --> 00:46:50,540 And then the player, that way we're not actually 1167 00:46:50,540 --> 00:46:52,130 putting our own spin on interpreting 1168 00:46:52,130 --> 00:46:54,746 what we think they're saying is fun or maybe what's different. 1169 00:46:54,746 --> 00:46:56,120 We're just mirroring exactly back 1170 00:46:56,120 --> 00:46:59,075 what they said so that they can give us more detail. 1171 00:46:59,075 --> 00:47:00,450 You have to be careful with that, 1172 00:47:00,450 --> 00:47:02,320 because you also don't want to sound cold and clinical 1173 00:47:02,320 --> 00:47:04,770 like you're sitting in an office somewhere writing down 1174 00:47:04,770 --> 00:47:06,495 everything they say, which you will be. 1175 00:47:06,495 --> 00:47:09,371 You want to make it feel like it's a natural conversation. 1176 00:47:09,371 --> 00:47:10,870 So we're really lucky because we get 1177 00:47:10,870 --> 00:47:12,440 to work with League of Legends players 1178 00:47:12,440 --> 00:47:14,390 so we already have a connection built up with them 1179 00:47:14,390 --> 00:47:16,973 where we can talk about it, but it's really important that you 1180 00:47:16,973 --> 00:47:19,290 make that as hey, I want to know what you think. 1181 00:47:19,290 --> 00:47:20,374 You're really valuable. 1182 00:47:20,374 --> 00:47:22,040 Let's just have a conversation about it. 1183 00:47:22,040 --> 00:47:25,750 And it can be really challenging sometimes. 1184 00:47:25,750 --> 00:47:27,530 So this is one that you guys are already 1185 00:47:27,530 --> 00:47:30,120 pretty familiar with, too, is part of interviews 1186 00:47:30,120 --> 00:47:33,259 that I've clumped in here is basically the questionnaire. 1187 00:47:33,259 --> 00:47:34,800 Sara gave you guys some great context 1188 00:47:34,800 --> 00:47:36,242 about when this might be useful. 1189 00:47:36,242 --> 00:47:37,700 Here's an example of when we use it 1190 00:47:37,700 --> 00:47:39,690 in League of Legends research. 1191 00:47:39,690 --> 00:47:41,830 So this is an example with Azir, who 1192 00:47:41,830 --> 00:47:44,536 is a character who just came out in League of Legends. 1193 00:47:44,536 --> 00:47:46,160 This is actually from quite a long time 1194 00:47:46,160 --> 00:47:47,991 ago when he was in the concept phase. 1195 00:47:47,991 --> 00:47:49,490 And this is something we do actually 1196 00:47:49,490 --> 00:47:52,031 with most of our concepts, is we put them in front of players 1197 00:47:52,031 --> 00:47:54,140 before they go into development to see, hey, 1198 00:47:54,140 --> 00:47:55,170 is this something that feels like it 1199 00:47:55,170 --> 00:47:56,794 fits in the world of League of Legends? 1200 00:47:56,794 --> 00:47:58,940 Is it clear where maybe the source of power is? 1201 00:47:58,940 --> 00:48:01,148 And does this look like a champion you would actually 1202 00:48:01,148 --> 00:48:01,760 want to play? 1203 00:48:01,760 --> 00:48:04,446 Now, we don't use data to drive decisions at Riot. 1204 00:48:04,446 --> 00:48:05,820 I want to make that really clear. 1205 00:48:05,820 --> 00:48:06,810 We use it to inform. 1206 00:48:06,810 --> 00:48:08,440 So just because something wasn't resonating 1207 00:48:08,440 --> 00:48:09,815 with players in our labs wouldn't 1208 00:48:09,815 --> 00:48:11,610 mean that we would cancel a character. 1209 00:48:11,610 --> 00:48:13,220 It's just a way for us to get feedback 1210 00:48:13,220 --> 00:48:15,480 for our designers who already have their experience 1211 00:48:15,480 --> 00:48:18,320 and the experience testing with other Rioters 1212 00:48:18,320 --> 00:48:20,815 to help them make informed decisions. 1213 00:48:20,815 --> 00:48:22,940 So what's useful about a questionnaire in this case 1214 00:48:22,940 --> 00:48:26,200 is that we can compare across champions over time 1215 00:48:26,200 --> 00:48:28,270 and across different roles or positions 1216 00:48:28,270 --> 00:48:32,334 and see what is resonating and what does good look like. 1217 00:48:32,334 --> 00:48:34,000 We also use this as a jumping off point. 1218 00:48:34,000 --> 00:48:35,260 So we start with a questionnaire, 1219 00:48:35,260 --> 00:48:37,545 and then we go into a more detailed interview about it 1220 00:48:37,545 --> 00:48:39,670 to make sure that we're getting enough detail to be 1221 00:48:39,670 --> 00:48:41,836 able to provide useful information to the designers. 1222 00:48:44,140 --> 00:48:46,090 So you guys are also probably pretty familiar 1223 00:48:46,090 --> 00:48:48,290 with the idea of experiments in general. 1224 00:48:48,290 --> 00:48:51,550 But part of research testing can be devising experiments. 1225 00:48:51,550 --> 00:48:54,420 So we often hire people from psychology backgrounds 1226 00:48:54,420 --> 00:48:56,010 or research backgrounds in academia 1227 00:48:56,010 --> 00:48:58,580 because they have experience setting up experiments. 1228 00:48:58,580 --> 00:49:00,100 So this is like the classic one. 1229 00:49:00,100 --> 00:49:01,390 I don't know if you guys have already covered 1230 00:49:01,390 --> 00:49:02,780 this, the Engelbart experiment. 1231 00:49:02,780 --> 00:49:03,450 OK. 1232 00:49:03,450 --> 00:49:06,020 So this is foundational human computer interaction. 1233 00:49:06,020 --> 00:49:08,430 It's one of the most cited studies. 1234 00:49:08,430 --> 00:49:11,290 And it's English, Engerlbart, and Berman basically 1235 00:49:11,290 --> 00:49:14,450 were looking for a way to improve a way 1236 00:49:14,450 --> 00:49:17,310 to interact with a screen or text manipulation. 1237 00:49:17,310 --> 00:49:18,997 And what they proposed was something 1238 00:49:18,997 --> 00:49:20,830 that was radical and was called the "mouse." 1239 00:49:20,830 --> 00:49:22,714 Maybe you've heard of it. 1240 00:49:22,714 --> 00:49:24,130 So that thing in the right, I know 1241 00:49:24,130 --> 00:49:25,960 it's not a really clear photo, but that 1242 00:49:25,960 --> 00:49:28,842 is one of the first early prototypes of a mouse. 1243 00:49:28,842 --> 00:49:30,800 And what they wanted to do is they want to see, 1244 00:49:30,800 --> 00:49:33,160 is this better than some of these other interactions 1245 00:49:33,160 --> 00:49:35,380 out there. 1246 00:49:35,380 --> 00:49:38,380 Qualitative experience alone might not be a very strong way 1247 00:49:38,380 --> 00:49:40,330 to prove it in this case, especially when you 1248 00:49:40,330 --> 00:49:43,160 can collect quantitative data to back it up. 1249 00:49:43,160 --> 00:49:46,400 So what they did is they used the time 1250 00:49:46,400 --> 00:49:48,860 that it took to complete a task, a very specific task that 1251 00:49:48,860 --> 00:49:51,235 was given across all these different ways of manipulating 1252 00:49:51,235 --> 00:49:52,040 text. 1253 00:49:52,040 --> 00:49:55,305 And they saw how many errors the user made in this case. 1254 00:49:55,305 --> 00:49:57,180 So you can see that the mouse did pretty well 1255 00:49:57,180 --> 00:49:58,221 in terms of time overall. 1256 00:49:58,221 --> 00:50:00,430 It didn't take the participants very long 1257 00:50:00,430 --> 00:50:02,180 to be able to complete the task. 1258 00:50:02,180 --> 00:50:03,760 But it had very few errors, which 1259 00:50:03,760 --> 00:50:06,940 made it overall the best out of these different ways 1260 00:50:06,940 --> 00:50:07,740 to select text. 1261 00:50:07,740 --> 00:50:09,656 And you can see some of the other ones on here 1262 00:50:09,656 --> 00:50:13,080 were things like knee control, joystick, a graphicon, which 1263 00:50:13,080 --> 00:50:17,170 is like an arc drawer, a light pen, and a joystick. 1264 00:50:17,170 --> 00:50:19,020 And all of these were ways that we could 1265 00:50:19,020 --> 00:50:21,050 have gone instead of the mouse. 1266 00:50:21,050 --> 00:50:22,540 But based on some of this research, 1267 00:50:22,540 --> 00:50:24,147 they were able to improve their design 1268 00:50:24,147 --> 00:50:25,980 and now you can see I'm using one right now. 1269 00:50:29,630 --> 00:50:32,124 And as part of the experimental approach, I broke it out, 1270 00:50:32,124 --> 00:50:33,540 but there's a specific way you can 1271 00:50:33,540 --> 00:50:36,020 look at it, which is using physiological techniques. 1272 00:50:36,020 --> 00:50:38,720 And there are many, and I'm just going to cover two. 1273 00:50:38,720 --> 00:50:41,270 And typically, these are used for very specific types 1274 00:50:41,270 --> 00:50:42,020 of research. 1275 00:50:42,020 --> 00:50:43,000 They're very exciting. 1276 00:50:43,000 --> 00:50:45,666 So oftentimes, you'll see people want to use them on everything. 1277 00:50:45,666 --> 00:50:49,020 But they're very particularly useful for certain cases. 1278 00:50:49,020 --> 00:50:52,240 So this is an example of eye tracking, which is basically 1279 00:50:52,240 --> 00:50:54,140 fundamentally, we put a camera up 1280 00:50:54,140 --> 00:50:56,432 that's able to specially track where eye movements are. 1281 00:50:56,432 --> 00:50:58,931 And there are more sophisticated ways you can look at this-- 1282 00:50:58,931 --> 00:51:00,692 and I'm sure a bunch of researchers at MIT 1283 00:51:00,692 --> 00:51:02,150 could tell you a lot more about it. 1284 00:51:02,150 --> 00:51:03,510 But in this case, it was pretty simple. 1285 00:51:03,510 --> 00:51:05,551 We were just looking at where people were looking 1286 00:51:05,551 --> 00:51:08,330 on the screen and how often and how long 1287 00:51:08,330 --> 00:51:09,430 they were looking there. 1288 00:51:09,430 --> 00:51:11,120 So you can see the red parts of the map 1289 00:51:11,120 --> 00:51:14,870 here are the parts where there are more intense gazes or more 1290 00:51:14,870 --> 00:51:16,520 gazes overall. 1291 00:51:16,520 --> 00:51:18,112 So unsurprisingly to probably most 1292 00:51:18,112 --> 00:51:19,820 of the League of Legends players in here, 1293 00:51:19,820 --> 00:51:21,840 or you guys as gamers in general, 1294 00:51:21,840 --> 00:51:24,250 the mini map has a lot of gaze. 1295 00:51:24,250 --> 00:51:27,250 The bottom part, which is where the abilities are displayed, 1296 00:51:27,250 --> 00:51:28,510 also has a lot of gaze. 1297 00:51:28,510 --> 00:51:30,010 That has a lot of information that's 1298 00:51:30,010 --> 00:51:32,601 really relevant to players like the cool down timer, 1299 00:51:32,601 --> 00:51:34,850 basically when the ability is going to be ready again. 1300 00:51:34,850 --> 00:51:37,183 And the center of the screen is where most of the action 1301 00:51:37,183 --> 00:51:37,890 happens. 1302 00:51:37,890 --> 00:51:40,251 So this type of information is helpful for us. 1303 00:51:40,251 --> 00:51:42,500 If we want to, for instance, introduce new information 1304 00:51:42,500 --> 00:51:43,970 on the screen, we'd want to know, 1305 00:51:43,970 --> 00:51:45,230 hey, are we going to introduce this 1306 00:51:45,230 --> 00:51:47,700 in a place that's going to get a lot of traffic naturally. 1307 00:51:47,700 --> 00:51:49,400 But also is it going to interrupt things 1308 00:51:49,400 --> 00:51:52,667 that that gaze is there for a very important reason, 1309 00:51:52,667 --> 00:51:54,250 and maybe we shouldn't interrupt that. 1310 00:51:54,250 --> 00:51:58,162 So we can help us to inform those types of decisions. 1311 00:51:58,162 --> 00:52:00,120 There's also many other types of physiological, 1312 00:52:00,120 --> 00:52:02,350 and I'll just hint at one right now which 1313 00:52:02,350 --> 00:52:05,760 is things like galvanic skin response, anything that 1314 00:52:05,760 --> 00:52:08,600 has to do with physiological arousal, 1315 00:52:08,600 --> 00:52:10,790 either for stress or excitement. 1316 00:52:10,790 --> 00:52:13,250 These can help with situations where maybe players wouldn't 1317 00:52:13,250 --> 00:52:15,380 be able to vocalize why something 1318 00:52:15,380 --> 00:52:17,710 was frustrating or exciting. 1319 00:52:17,710 --> 00:52:19,840 Or it can also help combat some biases 1320 00:52:19,840 --> 00:52:21,980 like recency effect, where if you 1321 00:52:21,980 --> 00:52:23,790 ask a player at the end of the lab 1322 00:52:23,790 --> 00:52:26,014 or at the end of a play test what was interesting 1323 00:52:26,014 --> 00:52:27,930 or what was frustrating, they might preference 1324 00:52:27,930 --> 00:52:29,440 things that were at the end. 1325 00:52:29,440 --> 00:52:32,540 Or they might preference things that were really emotionally 1326 00:52:32,540 --> 00:52:35,400 significant for them, but might forget smaller things that 1327 00:52:35,400 --> 00:52:38,580 are still maybe small frustrating things that 1328 00:52:38,580 --> 00:52:41,431 build up over time. 1329 00:52:41,431 --> 00:52:43,180 So none of this is really that interesting 1330 00:52:43,180 --> 00:52:45,820 if I don't give you an example of how we actually do at Riot. 1331 00:52:45,820 --> 00:52:47,000 So here's a case study. 1332 00:52:47,000 --> 00:52:50,859 And I actually presented this last year as part of a talk 1333 00:52:50,859 --> 00:52:51,650 that we did at MIT. 1334 00:52:51,650 --> 00:52:54,760 So I apologize if a little bit is re-run for you guys. 1335 00:52:54,760 --> 00:52:57,531 I'll try to spice it up a little bit as I go. 1336 00:52:57,531 --> 00:52:59,905 So I'm going to be talking about Lucian, who I introduced 1337 00:52:59,905 --> 00:53:00,920 to you guys earlier. 1338 00:53:00,920 --> 00:53:03,250 He is one of the player characters or champions 1339 00:53:03,250 --> 00:53:06,760 in League of Legends. 1340 00:53:06,760 --> 00:53:08,594 So where we always start as researchers, 1341 00:53:08,594 --> 00:53:10,760 and part of the job that I haven't really alluded to 1342 00:53:10,760 --> 00:53:14,070 yet is we spend a lot of time talking to our designers, 1343 00:53:14,070 --> 00:53:16,480 to our developers, to our artists, to our producers, 1344 00:53:16,480 --> 00:53:18,027 to make sure we understand the goals 1345 00:53:18,027 --> 00:53:19,110 they're trying to achieve. 1346 00:53:19,110 --> 00:53:20,110 And I don't know how many of you guys 1347 00:53:20,110 --> 00:53:22,460 got to catch August Browning's talk last night, 1348 00:53:22,460 --> 00:53:24,030 but for the champion designers, they 1349 00:53:24,030 --> 00:53:26,867 start with a very specific idea of what goals 1350 00:53:26,867 --> 00:53:27,950 they're trying to achieve. 1351 00:53:27,950 --> 00:53:29,980 What is this player character going to feel like? 1352 00:53:29,980 --> 00:53:32,021 What are you going to feel like when you play it? 1353 00:53:32,021 --> 00:53:34,130 What is the mechanics supposed to feel like? 1354 00:53:34,130 --> 00:53:35,870 What is the theme supposed to feel like? 1355 00:53:35,870 --> 00:53:37,150 How does this resonate with players? 1356 00:53:37,150 --> 00:53:38,350 How does it fit in League of Legends? 1357 00:53:38,350 --> 00:53:40,391 These are all really important questions for them 1358 00:53:40,391 --> 00:53:43,081 that they're constantly asking themselves. 1359 00:53:43,081 --> 00:53:44,830 And in the case of Lucian, he was supposed 1360 00:53:44,830 --> 00:53:47,250 to feel fast, sleek, speedy. 1361 00:53:47,250 --> 00:53:48,440 He was like a gun ninja. 1362 00:53:48,440 --> 00:53:49,841 Like pew, pew. 1363 00:53:49,841 --> 00:53:50,340 No? 1364 00:53:50,340 --> 00:53:51,900 All right. 1365 00:53:51,900 --> 00:53:53,950 Trying to see if you guys were awake there. 1366 00:53:53,950 --> 00:53:56,080 And he's a range damage character 1367 00:53:56,080 --> 00:53:57,480 with finesse game play. 1368 00:53:57,480 --> 00:54:02,280 And he basically has the high skill ceiling. 1369 00:54:02,280 --> 00:54:05,220 And what that means is basically he's harder to pick up, 1370 00:54:05,220 --> 00:54:08,370 but when you master him it's a really rewarding feeling. 1371 00:54:08,370 --> 00:54:11,250 So that's a trade off between accessibility, maybe 1372 00:54:11,250 --> 00:54:12,860 how quickly a player can pick him up, 1373 00:54:12,860 --> 00:54:14,810 or what level a player can pick him up, 1374 00:54:14,810 --> 00:54:17,050 for a reward of how rewarding that feels when 1375 00:54:17,050 --> 00:54:19,180 you do master that champion. 1376 00:54:19,180 --> 00:54:22,407 And some of the challenges in this were, this guy, his theme 1377 00:54:22,407 --> 00:54:23,240 is pretty different. 1378 00:54:23,240 --> 00:54:26,480 His equilibrium style, if you've ever seen that movie. 1379 00:54:26,480 --> 00:54:28,480 And that's not something we had necessarily 1380 00:54:28,480 --> 00:54:30,271 done that much in League of Legends before, 1381 00:54:30,271 --> 00:54:32,510 so we wanted to make sure, does he even fit. 1382 00:54:32,510 --> 00:54:34,135 And we also wanted to know how do 1383 00:54:34,135 --> 00:54:37,210 you let a player feel super fast and speedy in what 1384 00:54:37,210 --> 00:54:39,230 is essentially an RTS style game. 1385 00:54:39,230 --> 00:54:42,580 It's a challenge. 1386 00:54:42,580 --> 00:54:45,680 So this is what the test plan eventually looked like. 1387 00:54:45,680 --> 00:54:47,990 It's not necessarily where we started from. 1388 00:54:47,990 --> 00:54:49,685 But we started with concept testing, 1389 00:54:49,685 --> 00:54:51,810 and then we went through actually three lab studies 1390 00:54:51,810 --> 00:54:53,780 with iteration in between based on the feedback 1391 00:54:53,780 --> 00:54:55,110 we got from players. 1392 00:54:55,110 --> 00:54:59,990 And after he launched, we did some post-launch evaluation. 1393 00:54:59,990 --> 00:55:01,880 So step one, just like I showed you earlier, 1394 00:55:01,880 --> 00:55:03,210 was to do this concept testing. 1395 00:55:03,210 --> 00:55:07,850 And we got some pretty good feedback based on that. 1396 00:55:07,850 --> 00:55:09,620 His fantasy was good with players. 1397 00:55:09,620 --> 00:55:10,520 They liked the mood. 1398 00:55:10,520 --> 00:55:10,850 [THUD] 1399 00:55:10,850 --> 00:55:11,770 They felt like he fit. 1400 00:55:11,770 --> 00:55:12,793 Are you all right? 1401 00:55:12,793 --> 00:55:14,482 AUDIENCE: Yeah. 1402 00:55:14,482 --> 00:55:15,940 GENEVIEVE CONLEY: And he made sense 1403 00:55:15,940 --> 00:55:18,340 for the role of an AD carry, which again is like a range 1404 00:55:18,340 --> 00:55:20,180 damage dealer in this case. 1405 00:55:20,180 --> 00:55:23,120 So he had high appeal scores and the theme felt really strong, 1406 00:55:23,120 --> 00:55:25,250 but one thing we very quickly identified-- 1407 00:55:25,250 --> 00:55:26,874 it's a little hard to see on this one-- 1408 00:55:26,874 --> 00:55:28,660 but his guns were different colors. 1409 00:55:28,660 --> 00:55:31,060 So players expected the guns to do different things 1410 00:55:31,060 --> 00:55:33,670 based on their colors, which was not what we were planning. 1411 00:55:33,670 --> 00:55:35,170 So this was very good early feedback 1412 00:55:35,170 --> 00:55:37,045 before we got very far into development where 1413 00:55:37,045 --> 00:55:39,290 we could pivot and make sure that the idea of the two 1414 00:55:39,290 --> 00:55:42,330 guns doing the same thing was conveyed. 1415 00:55:42,330 --> 00:55:44,016 So based on the feedback we got, we 1416 00:55:44,016 --> 00:55:45,640 were able to give that to the designers 1417 00:55:45,640 --> 00:55:47,800 and they continued their development. 1418 00:55:47,800 --> 00:55:49,550 And then after a little bit of time, 1419 00:55:49,550 --> 00:55:51,250 we were able to take it into the lab. 1420 00:55:51,250 --> 00:55:53,190 So we started with a Lucian that was designed 1421 00:55:53,190 --> 00:55:54,980 to be a speedy range assassin. 1422 00:55:54,980 --> 00:55:58,130 He had a double shot and a utility kit. 1423 00:55:58,130 --> 00:55:59,880 And when I refer to kit, just to be clear, 1424 00:55:59,880 --> 00:56:01,640 that means his set of abilities. 1425 00:56:01,640 --> 00:56:03,140 And characters in League of Legends 1426 00:56:03,140 --> 00:56:05,830 generally have three abilities and then an ultimate ability, 1427 00:56:05,830 --> 00:56:08,280 where the ultimate is like the super big bad power 1428 00:56:08,280 --> 00:56:11,530 that you get after some leveling of the character. 1429 00:56:11,530 --> 00:56:14,870 So I blew the reveal here, but in the first lab 1430 00:56:14,870 --> 00:56:18,140 we found out that he didn't really feel that sleek 1431 00:56:18,140 --> 00:56:18,810 and fast. 1432 00:56:18,810 --> 00:56:19,840 He felt stiff. 1433 00:56:19,840 --> 00:56:22,940 He planted and then fired his double shot, which 1434 00:56:22,940 --> 00:56:25,220 made him feel like a turret. 1435 00:56:25,220 --> 00:56:26,990 And people did like his visual theme. 1436 00:56:26,990 --> 00:56:28,781 They thought it was compelling, but it just 1437 00:56:28,781 --> 00:56:30,790 didn't match his play style. 1438 00:56:30,790 --> 00:56:33,500 So we took this back to the designers we said, hey guys. 1439 00:56:33,500 --> 00:56:34,550 Here's the videos. 1440 00:56:34,550 --> 00:56:35,587 Here's the notes. 1441 00:56:35,587 --> 00:56:37,170 We usually make a highlight reel based 1442 00:56:37,170 --> 00:56:39,052 on what we see to support our evidence so 1443 00:56:39,052 --> 00:56:41,260 that the designers can get enough feedback from that, 1444 00:56:41,260 --> 00:56:43,060 as they are our subject matter experts 1445 00:56:43,060 --> 00:56:45,924 and really know how to interpret what they see. 1446 00:56:45,924 --> 00:56:46,590 And we said, OK. 1447 00:56:46,590 --> 00:56:47,450 Let's go back. 1448 00:56:47,450 --> 00:56:49,300 You guys take some time, do some changes. 1449 00:56:49,300 --> 00:56:51,250 We'll take it in the lab again. 1450 00:56:51,250 --> 00:56:52,290 So we did lab study two. 1451 00:56:52,290 --> 00:56:54,780 And this time, we had a different Lucian to bring in. 1452 00:56:54,780 --> 00:56:56,100 This time, he was more mobile. 1453 00:56:56,100 --> 00:56:58,060 He was basically a range [INAUDIBLE], 1454 00:56:58,060 --> 00:57:01,740 running gun, double shot guy. 1455 00:57:01,740 --> 00:57:04,760 Well, we had a little bit of a mixed bag of results here. 1456 00:57:04,760 --> 00:57:07,820 He did feel a little bit faster. 1457 00:57:07,820 --> 00:57:11,430 But some poses and animations felt awkward. 1458 00:57:11,430 --> 00:57:14,611 And he was high speed in the numbers-- which 1459 00:57:14,611 --> 00:57:16,360 I'll talk about in a second-- but he still 1460 00:57:16,360 --> 00:57:18,580 felt slow for some reason. 1461 00:57:18,580 --> 00:57:21,550 But worst of all, we got quotes like this one 1462 00:57:21,550 --> 00:57:23,120 about the ultimate, which was "It 1463 00:57:23,120 --> 00:57:25,720 worked in the way I did not want it to work," 1464 00:57:25,720 --> 00:57:29,607 which is a pretty good sign that something's wrong. 1465 00:57:29,607 --> 00:57:31,440 So we took all this back to designers again. 1466 00:57:31,440 --> 00:57:33,100 We said, hey guys-- and the animators 1467 00:57:33,100 --> 00:57:35,349 and the artists in this case, of course-- and we said, 1468 00:57:35,349 --> 00:57:36,040 he feels slow. 1469 00:57:36,040 --> 00:57:37,440 His ultimate doesn't really have the usability 1470 00:57:37,440 --> 00:57:39,930 that people expect, but the double shot theme is working, 1471 00:57:39,930 --> 00:57:41,513 so we're definitely on the right track 1472 00:57:41,513 --> 00:57:44,440 and players are still very excited about this champion. 1473 00:57:44,440 --> 00:57:46,760 So now we're in a bind, and this is often 1474 00:57:46,760 --> 00:57:50,220 the case when you're working with research from players 1475 00:57:50,220 --> 00:57:52,185 because they're not always able to articulate 1476 00:57:52,185 --> 00:57:53,810 exactly what's wrong because they don't 1477 00:57:53,810 --> 00:57:55,526 have the context that you do. 1478 00:57:55,526 --> 00:57:57,150 So this is why it's so important for us 1479 00:57:57,150 --> 00:57:59,740 as researchers to pair with our designers, our artists, 1480 00:57:59,740 --> 00:58:02,130 our producers, and our players to be 1481 00:58:02,130 --> 00:58:03,840 able to get the right kind of data 1482 00:58:03,840 --> 00:58:05,800 to make informed decisions. 1483 00:58:05,800 --> 00:58:07,870 So here was our problem. 1484 00:58:07,870 --> 00:58:10,240 The frame delay between his basic attacks-- 1485 00:58:10,240 --> 00:58:13,330 which is actually very, very low in this last lab. 1486 00:58:13,330 --> 00:58:15,620 Usually that means things feel fast. 1487 00:58:15,620 --> 00:58:18,920 It's a pretty standard way when we're developing characters 1488 00:58:18,920 --> 00:58:21,280 to be like, OK, this will feel faster. 1489 00:58:21,280 --> 00:58:24,520 He also had a very high base movement speed, 1490 00:58:24,520 --> 00:58:27,650 which means that the time it took him to run from point A 1491 00:58:27,650 --> 00:58:29,900 to point B was pretty high relative 1492 00:58:29,900 --> 00:58:31,286 to the rest of our champions. 1493 00:58:31,286 --> 00:58:32,910 And if that weren't enough, he actually 1494 00:58:32,910 --> 00:58:35,090 had a dash ability which means that he could just 1495 00:58:35,090 --> 00:58:37,120 jump basically from one point to another. 1496 00:58:37,120 --> 00:58:40,540 All of these things should have made him feel fast. 1497 00:58:40,540 --> 00:58:42,660 But players were saying he didn't feel fast, 1498 00:58:42,660 --> 00:58:45,840 so there was something wrong. 1499 00:58:45,840 --> 00:58:49,590 So our designers and our artists and our producers 1500 00:58:49,590 --> 00:58:52,660 took all of this information back, looked at the videos, 1501 00:58:52,660 --> 00:58:56,760 play tested the heck out of it, and came to this conclusion. 1502 00:58:56,760 --> 00:58:59,410 They increased the ability responsiveness 1503 00:58:59,410 --> 00:59:03,050 and they changed how animation flowed from one state 1504 00:59:03,050 --> 00:59:04,030 to another. 1505 00:59:04,030 --> 00:59:05,727 So I'm not an artist, but what this 1506 00:59:05,727 --> 00:59:07,310 means to me is that they are basically 1507 00:59:07,310 --> 00:59:10,860 able to make the transitions from animation a, animation 1508 00:59:10,860 --> 00:59:13,490 b, or ability a to ability b, and make 1509 00:59:13,490 --> 00:59:15,450 those feel more natural. 1510 00:59:15,450 --> 00:59:17,020 Not like me. 1511 00:59:17,020 --> 00:59:22,510 And they also gave more feedback to the double shot. 1512 00:59:22,510 --> 00:59:24,690 And again, this is where subject matter expertise is 1513 00:59:24,690 --> 00:59:27,790 so important because our animators, our visual artists, 1514 00:59:27,790 --> 00:59:30,300 our designers knew this bag of tricks 1515 00:59:30,300 --> 00:59:32,780 to be able to apply to it. 1516 00:59:32,780 --> 00:59:34,640 And finally, they were able to make 1517 00:59:34,640 --> 00:59:36,370 the ultimate ability clearer. 1518 00:59:36,370 --> 00:59:37,860 So they were able to the telegraph 1519 00:59:37,860 --> 00:59:39,760 better what it was actually supposed 1520 00:59:39,760 --> 00:59:44,120 to do so that players would have more accurate expectations. 1521 00:59:44,120 --> 00:59:46,330 So we took it to lab study number three. 1522 00:59:46,330 --> 00:59:48,815 We put it in and finally, the game 1523 00:59:48,815 --> 00:59:50,910 play anesthetics fit the concept, 1524 00:59:50,910 --> 00:59:52,810 and players were quite happy. 1525 00:59:52,810 --> 00:59:55,500 But not everything is always happy ending, 1526 00:59:55,500 --> 00:59:56,990 everything is perfect. 1527 00:59:56,990 --> 01:00:00,080 There was still some confusion about how the ultimate was 1528 01:00:00,080 --> 01:00:01,790 supposed to work. 1529 01:00:01,790 --> 01:00:03,950 We found that players wanted more control of it. 1530 01:00:03,950 --> 01:00:05,700 Basically how the ultimate currently works 1531 01:00:05,700 --> 01:00:09,140 is he locks his arms forward and shoots in that direction. 1532 01:00:09,140 --> 01:00:10,839 So if you stray left to right, he 1533 01:00:10,839 --> 01:00:12,630 continues shooting in that direction which, 1534 01:00:12,630 --> 01:00:14,570 for some players, was pretty confusing. 1535 01:00:14,570 --> 01:00:17,250 Now what they expected based on some of our other champions, 1536 01:00:17,250 --> 01:00:20,249 and it wasn't able for them to learn it in one session. 1537 01:00:20,249 --> 01:00:22,165 So one of the things that we have to take away 1538 01:00:22,165 --> 01:00:25,590 from that is labs have some external validity problems, 1539 01:00:25,590 --> 01:00:28,020 which basically means that we're sitting in a lab. 1540 01:00:28,020 --> 01:00:29,470 There's not other players around. 1541 01:00:29,470 --> 01:00:31,250 They're often not playing on live. 1542 01:00:31,250 --> 01:00:33,500 There's a lot of things that are different in our test 1543 01:00:33,500 --> 01:00:35,132 situations than real life. 1544 01:00:35,132 --> 01:00:36,590 Usually, you wouldn't try to master 1545 01:00:36,590 --> 01:00:38,200 a champion in one session. 1546 01:00:38,200 --> 01:00:40,380 So this is one of those cases where we put it out 1547 01:00:40,380 --> 01:00:43,430 to our designers and they decided, and we supported, 1548 01:00:43,430 --> 01:00:47,822 that he was going to be a high skill ceiling champion, which 1549 01:00:47,822 --> 01:00:49,780 meant that players were going to need some time 1550 01:00:49,780 --> 01:00:51,060 to learn how to play him. 1551 01:00:51,060 --> 01:00:53,590 And that just because they didn't learn him in one session 1552 01:00:53,590 --> 01:00:55,714 didn't mean that they wouldn't learn him over time. 1553 01:00:59,050 --> 01:01:03,560 So this is what Lucian looked like when he did go live. 1554 01:01:03,560 --> 01:01:05,067 And it helps if I play the video. 1555 01:01:08,710 --> 01:01:10,120 [VIDEO PLAYBACK] 1556 01:01:10,120 --> 01:01:11,060 [WARFARE SOUNDS] 1557 01:01:11,060 --> 01:01:14,039 GENEVIEVE CONLEY: So he's in the top there. 1558 01:01:14,039 --> 01:01:15,971 Pew, pew. 1559 01:01:15,971 --> 01:01:19,352 [WARFARE SOUNDS] 1560 01:01:22,720 --> 01:01:24,720 GENEVIEVE CONLEY: So you can see his dash there. 1561 01:01:28,504 --> 01:01:30,099 [END PLAYBACK] 1562 01:01:30,099 --> 01:01:32,390 GENEVIEVE CONLEY: So yeah, sometimes a little confusing 1563 01:01:32,390 --> 01:01:33,806 if you don't play the game to have 1564 01:01:33,806 --> 01:01:36,480 to watch 10 champions all in one little team fight like that. 1565 01:01:36,480 --> 01:01:38,350 But ultimately, the important part's there. 1566 01:01:38,350 --> 01:01:40,914 He's using his ultimate and he dashed at the end. 1567 01:01:40,914 --> 01:01:42,580 Ultimately, ended up actually delivering 1568 01:01:42,580 --> 01:01:44,400 on player expectations for this champion. 1569 01:01:44,400 --> 01:01:45,577 [VIDEO PLAYBACK] 1570 01:01:45,577 --> 01:01:46,160 [END PLAYBACK] 1571 01:01:46,160 --> 01:01:49,210 We don't need to watch that again. 1572 01:01:49,210 --> 01:01:50,440 So what did we learn? 1573 01:01:50,440 --> 01:01:52,220 Well, we knew going into it that Lucian 1574 01:01:52,220 --> 01:01:54,304 was going to be a difficult champion to get right. 1575 01:01:54,304 --> 01:01:55,720 And we also learned that, you know 1576 01:01:55,720 --> 01:01:58,530 what, it's OK to take a champion back to the lab multiple times 1577 01:01:58,530 --> 01:02:01,837 if we really feel that it's worth the effort. 1578 01:02:01,837 --> 01:02:03,420 We knew that his theme was compelling, 1579 01:02:03,420 --> 01:02:05,700 but there was something that wasn't just matching up 1580 01:02:05,700 --> 01:02:08,712 between his mechanics, his visuals, and his theme. 1581 01:02:08,712 --> 01:02:11,170 And this is one of those things is that everything on paper 1582 01:02:11,170 --> 01:02:14,360 can be totally 100% right, but if players 1583 01:02:14,360 --> 01:02:16,547 don't agree with it or players aren't feeling 1584 01:02:16,547 --> 01:02:18,130 those goals that you're trying to hit, 1585 01:02:18,130 --> 01:02:19,830 there's going to be a problem. 1586 01:02:19,830 --> 01:02:22,270 So we're able to collaborate with our subject matter 1587 01:02:22,270 --> 01:02:24,630 experts, with our players, in order 1588 01:02:24,630 --> 01:02:27,230 to get the experience right. 1589 01:02:27,230 --> 01:02:30,470 And I mean, I'll say it again. 1590 01:02:30,470 --> 01:02:32,620 Just because the mechanics stacked up correctly 1591 01:02:32,620 --> 01:02:34,330 does not mean that it necessarily will 1592 01:02:34,330 --> 01:02:37,020 in the feeling, which is why you play test it in house, 1593 01:02:37,020 --> 01:02:39,280 why you play test it with other people at your studio 1594 01:02:39,280 --> 01:02:41,630 or at your school, and ideally, why you test it 1595 01:02:41,630 --> 01:02:44,650 with the people who are actually going to play your game. 1596 01:02:44,650 --> 01:02:46,780 And then we also learned that you can sometimes 1597 01:02:46,780 --> 01:02:48,280 have these trade-offs. 1598 01:02:48,280 --> 01:02:51,060 It goes back to what you hear from players. 1599 01:02:51,060 --> 01:02:52,950 Sometimes they're going to make suggestions 1600 01:02:52,950 --> 01:02:55,140 and you have to look for the note behind the note. 1601 01:02:55,140 --> 01:02:56,904 It's like, what is actually the problem? 1602 01:02:56,904 --> 01:02:58,570 You guys are the subject matter experts. 1603 01:02:58,570 --> 01:03:00,819 You're going to be able to look at what they're saying 1604 01:03:00,819 --> 01:03:03,820 and never take it as, from players, a criticism. 1605 01:03:03,820 --> 01:03:06,630 Always think about it as if they said something wrong, 1606 01:03:06,630 --> 01:03:09,170 there's something that has to be causing the problem. 1607 01:03:09,170 --> 01:03:11,070 What is it underneath their note that's 1608 01:03:11,070 --> 01:03:12,660 actually causing that problem? 1609 01:03:12,660 --> 01:03:13,880 Let's look for that thing. 1610 01:03:16,630 --> 01:03:18,850 And we're still iterating after launch. 1611 01:03:18,850 --> 01:03:21,590 That's one thing that's typical with our champions is that yes, 1612 01:03:21,590 --> 01:03:22,840 we do play tests with players. 1613 01:03:22,840 --> 01:03:25,160 Yes, we do play tests in house. 1614 01:03:25,160 --> 01:03:27,300 But once we launch the champion, there 1615 01:03:27,300 --> 01:03:29,600 are thousands and thousands of play tests 1616 01:03:29,600 --> 01:03:31,699 with real players on live. 1617 01:03:31,699 --> 01:03:33,990 And that's when we learn about things that happen maybe 1618 01:03:33,990 --> 01:03:37,080 at scale or under very specific situations, 1619 01:03:37,080 --> 01:03:38,900 or for things that we didn't account for, 1620 01:03:38,900 --> 01:03:41,330 for these external validity concerns. 1621 01:03:41,330 --> 01:03:43,020 So we keep iterating. 1622 01:03:43,020 --> 01:03:44,640 And in the case of Lucian, we actually 1623 01:03:44,640 --> 01:03:47,360 continue to collect metrics and user sentiment 1624 01:03:47,360 --> 01:03:49,570 through things like surveys and through game data 1625 01:03:49,570 --> 01:03:51,309 to understand how he was doing. 1626 01:03:51,309 --> 01:03:52,850 And based on this, we're able to make 1627 01:03:52,850 --> 01:03:54,990 more iterations, fine tune, and hopefully 1628 01:03:54,990 --> 01:03:57,300 make him a little bit more accessible. 1629 01:03:57,300 --> 01:03:59,790 And today, Lucian is well regarded, widely played. 1630 01:03:59,790 --> 01:04:01,520 And if you watch the professional matches 1631 01:04:01,520 --> 01:04:04,364 in the world championship, he's use quite frequently. 1632 01:04:04,364 --> 01:04:06,280 All right, you guys, I hope I didn't bore you. 1633 01:04:06,280 --> 01:04:07,491 My name is Genevieve, again. 1634 01:04:07,491 --> 01:04:08,990 If you guys ever have any questions, 1635 01:04:08,990 --> 01:04:12,510 you can feel free to reach out to me at gconley@riotgames.com. 1636 01:04:12,510 --> 01:04:15,190 My Summoner name in game, if you play, is RiotCapernoited. 1637 01:04:15,190 --> 01:04:16,510 And you can also find me on Twitter there. 1638 01:04:16,510 --> 01:04:18,051 I'm always happy to answer questions. 1639 01:04:18,051 --> 01:04:19,284 Thank you guys. 1640 01:04:19,284 --> 01:04:23,140 [APPLAUSE] 1641 01:04:27,960 --> 01:04:30,870 AUDIENCE: We get a 10 minute break. 1642 01:04:30,870 --> 01:04:33,840 PROFESSOR: So 10 minute break. 1643 01:04:33,840 --> 01:04:38,110 Come back at 2:20 and be ready to start working on your focus 1644 01:04:38,110 --> 01:04:40,320 test stuff. 1645 01:04:40,320 --> 01:04:43,790 OK, welcome back to class. 1646 01:04:46,590 --> 01:04:49,180 Now that you've had a chance to be talked at a whole lot, 1647 01:04:49,180 --> 01:04:54,090 we're going to go ahead and ask you to actually do. 1648 01:04:54,090 --> 01:04:57,660 The plan is to give you about 10 minutes to meet in your groups, 1649 01:04:57,660 --> 01:04:59,940 plan your test. 1650 01:04:59,940 --> 01:05:01,850 I actually strongly recommend you just grab 1651 01:05:01,850 --> 01:05:05,250 a copy of the focus test, either in the Word version 1652 01:05:05,250 --> 01:05:06,800 or the RTF version of off Stellar 1653 01:05:06,800 --> 01:05:08,810 so you've got that as a guide. 1654 01:05:08,810 --> 01:05:12,712 Sit down, plan your test and how you're going to run it. 1655 01:05:12,712 --> 01:05:14,170 We'll give you 10 minutes for that. 1656 01:05:14,170 --> 01:05:16,710 Then we'll have about 45 minutes for people 1657 01:05:16,710 --> 01:05:18,010 to circulate and test. 1658 01:05:18,010 --> 01:05:20,051 And one of the things you should also be planning 1659 01:05:20,051 --> 01:05:21,650 is when your team members will be 1660 01:05:21,650 --> 01:05:24,400 out testing other people's games and when your team members 1661 01:05:24,400 --> 01:05:26,850 will be observing. 1662 01:05:26,850 --> 01:05:29,860 Just given the number of people in class, the number of games 1663 01:05:29,860 --> 01:05:32,990 we have, and the number of people on the team, 1664 01:05:32,990 --> 01:05:35,560 chances are good that you aren't going to be either observing 1665 01:05:35,560 --> 01:05:37,560 or testing all the time. 1666 01:05:37,560 --> 01:05:40,410 You're probably going to have to wait. 1667 01:05:40,410 --> 01:05:42,380 But go ahead and circulate, take the time 1668 01:05:42,380 --> 01:05:45,190 to watch other teams doing focus testing. 1669 01:05:45,190 --> 01:05:48,200 Try not to watch a game in progress 1670 01:05:48,200 --> 01:05:51,140 that you're going to focus test. 1671 01:05:51,140 --> 01:05:53,230 If you realize that you're just sitting 1672 01:05:53,230 --> 01:05:54,980 around waiting for a chance to focus test, 1673 01:05:54,980 --> 01:05:57,630 let the team know that you're in line next. 1674 01:05:57,630 --> 01:06:00,540 I'd rather you pulled out a book and read it 1675 01:06:00,540 --> 01:06:02,830 than watched someone else play a game 1676 01:06:02,830 --> 01:06:04,120 you're about to focus test. 1677 01:06:04,120 --> 01:06:06,328 It will be more useful for the poor people who you're 1678 01:06:06,328 --> 01:06:08,430 testing for if you haven't already seen 1679 01:06:08,430 --> 01:06:10,521 somebody do all those things. 1680 01:06:10,521 --> 01:06:12,020 That doesn't mean hide in the corner 1681 01:06:12,020 --> 01:06:14,930 and read a book because there's too many people 1682 01:06:14,930 --> 01:06:16,580 wandering around testing games. 1683 01:06:16,580 --> 01:06:20,250 We do expect everybody to participate both sides. 1684 01:06:20,250 --> 01:06:22,180 Observe and test. 1685 01:06:22,180 --> 01:06:25,020 So try to balance that out a bit. 1686 01:06:25,020 --> 01:06:27,250 We'll circulate and keep an eye on things. 1687 01:06:27,250 --> 01:06:29,690 And if it looks like at some point nobody's actually 1688 01:06:29,690 --> 01:06:32,550 testing, you're all sitting around twiddling your thumbs, 1689 01:06:32,550 --> 01:06:33,390 we'll end it early. 1690 01:06:33,390 --> 01:06:36,400 I don't know how long this testing session will 1691 01:06:36,400 --> 01:06:40,580 take because we haven't had such large teams on this project 1692 01:06:40,580 --> 01:06:41,080 before. 1693 01:06:41,080 --> 01:06:44,330 So it's a little harder for me to know what the amount of time 1694 01:06:44,330 --> 01:06:46,570 is. 1695 01:06:46,570 --> 01:06:48,310 After that, we'll give you some more time 1696 01:06:48,310 --> 01:06:51,280 to talk in your own teams and come up 1697 01:06:51,280 --> 01:06:54,084 with the what are the results of your test to analyze your data. 1698 01:06:54,084 --> 01:06:55,750 And then we'll ask somebody to come down 1699 01:06:55,750 --> 01:06:58,440 and for each team give us the summary of your focus test 1700 01:06:58,440 --> 01:06:59,456 report. 1701 01:06:59,456 --> 01:07:00,830 How did your focus test turn out? 1702 01:07:00,830 --> 01:07:01,622 What did you learn? 1703 01:07:01,622 --> 01:07:03,913 Do you have a plan for what you're going to do with it, 1704 01:07:03,913 --> 01:07:06,510 or are you still figuring out how you'll deal with it? 1705 01:07:06,510 --> 01:07:08,200 Those are all reasonable things given 1706 01:07:08,200 --> 01:07:10,640 you only had 10 minutes to look at your data. 1707 01:07:10,640 --> 01:07:11,140 Thank you. 1708 01:07:11,140 --> 01:07:13,700 It is 2:23. 1709 01:07:13,700 --> 01:07:18,631 At 2:33, we'll go ahead and start focus testing. 1710 01:07:18,631 --> 01:07:20,380 Actually, I'm going to give you 15 minutes 1711 01:07:20,380 --> 01:07:22,505 to get set up, because I just realized you probably 1712 01:07:22,505 --> 01:07:25,652 need 10 minutes to talk and then probably five minutes 1713 01:07:25,652 --> 01:07:27,610 to make sure you have a machine up and running. 1714 01:07:27,610 --> 01:07:30,920 So I apologize, it's going to be 15 minutes to plan 1715 01:07:30,920 --> 01:07:33,170 and prepare for your test. 1716 01:07:33,170 --> 01:07:37,258 So that's 2:38 at this point. 1717 01:07:37,258 --> 01:07:41,250 [CHATTER] 1718 01:07:52,126 --> 01:07:52,750 AUDIENCE: Yeah. 1719 01:07:52,750 --> 01:07:53,930 I think he just wants to-- 1720 01:07:53,930 --> 01:07:54,610 PROFESSOR: OK. 1721 01:07:54,610 --> 01:07:58,080 You should be ready to go now, I hope. 1722 01:07:58,080 --> 01:08:00,650 And actively go ahead. 1723 01:08:00,650 --> 01:08:03,070 You should have a computer ideally set up 1724 01:08:03,070 --> 01:08:05,170 to run your game. 1725 01:08:05,170 --> 01:08:08,200 Who is actually ready to run a focus test? 1726 01:08:08,200 --> 01:08:10,740 PHILIP TAN: Everyone who is manning a demo computer, 1727 01:08:10,740 --> 01:08:15,130 a computer ready to run the game, put your hand up. 1728 01:08:15,130 --> 01:08:16,910 All stand up so that we can see you. 1729 01:08:16,910 --> 01:08:17,445 PROFESSOR: Yeah, go ahead and stay up so 1730 01:08:17,445 --> 01:08:18,980 we can see where you are. 1731 01:08:18,980 --> 01:08:20,480 PHILIP TAN: I'm not seeing any hands 1732 01:08:20,480 --> 01:08:22,230 from these teams over here. 1733 01:08:22,230 --> 01:08:22,729 OK. 1734 01:08:22,729 --> 01:08:23,000 All right. 1735 01:08:23,000 --> 01:08:23,240 All right. 1736 01:08:23,240 --> 01:08:23,740 All right. 1737 01:08:23,740 --> 01:08:26,970 As I said that, someone is standing up back there. 1738 01:08:26,970 --> 01:08:30,997 How about the Sparkly Redemption team? 1739 01:08:30,997 --> 01:08:31,580 OK, all right. 1740 01:08:31,580 --> 01:08:32,870 There's someone there to run a game. 1741 01:08:32,870 --> 01:08:33,470 All right. 1742 01:08:33,470 --> 01:08:35,290 PROFESSOR: So close all the laptops 1743 01:08:35,290 --> 01:08:38,990 that are not actually running the game would be my advice, 1744 01:08:38,990 --> 01:08:43,160 and then let's go ahead and get started. 1745 01:08:43,160 --> 01:08:44,160 PHILIP TAN: All right. 1746 01:08:44,160 --> 01:08:45,770 Start playing each other's games. 1747 01:08:45,770 --> 01:08:46,270 Go. 1748 01:08:46,270 --> 01:08:47,758 PROFESSOR: Yep. 1749 01:08:47,758 --> 01:08:52,222 [CHATTER] 1750 01:09:02,280 --> 01:09:04,696 PROFESSOR: Next time, we'll ask them to have two or three. 1751 01:09:04,696 --> 01:09:06,640 PHILIP TAN: Yeah. 1752 01:09:06,640 --> 01:09:09,149 PROFESSOR: As part of the Stellar thing. 1753 01:09:09,149 --> 01:09:10,428 He was talking about the-- 1754 01:09:10,428 --> 01:09:14,332 AUDIENCE: I got the FOA for free. 1755 01:09:14,332 --> 01:09:14,915 PROFESSOR: OK. 1756 01:09:19,330 --> 01:09:22,170 It's OK if you don't have a plan of action 1757 01:09:22,170 --> 01:09:23,600 as you're looking at your results 1758 01:09:23,600 --> 01:09:27,660 as long as you've gotten ideas to what you're seeing out 1759 01:09:27,660 --> 01:09:29,300 of your data. 1760 01:09:29,300 --> 01:09:32,424 It's hard to look at your data, get it evaluated, 1761 01:09:32,424 --> 01:09:33,840 talk about it, and figure out what 1762 01:09:33,840 --> 01:09:35,569 you're going to do about it all in 10 minutes. 1763 01:09:35,569 --> 01:09:38,000 We are giving you a short amount of time because we're 1764 01:09:38,000 --> 01:09:40,229 running out of time. 1765 01:09:40,229 --> 01:09:42,464 That said, let's get started with Sparkly Redemption. 1766 01:09:45,179 --> 01:09:47,629 [APPLAUSE] 1767 01:09:47,629 --> 01:09:49,589 AUDIENCE: So we had a small hiccup 1768 01:09:49,589 --> 01:09:52,845 when we started where we didn't have-- part of our core game 1769 01:09:52,845 --> 01:09:55,469 is collecting sparklies, and we didn't have a version with that 1770 01:09:55,469 --> 01:09:56,800 when we started play testing. 1771 01:09:56,800 --> 01:09:59,050 So we actually got to test out some different movement 1772 01:09:59,050 --> 01:10:00,425 controls that we were trying out, 1773 01:10:00,425 --> 01:10:03,390 which actually turned out to be good because the controls 1774 01:10:03,390 --> 01:10:05,786 that we liked, which was right clicking with the mouse 1775 01:10:05,786 --> 01:10:07,871 and then left clicking to shoot, a lot of people 1776 01:10:07,871 --> 01:10:09,463 had a lot of trouble with that. 1777 01:10:09,463 --> 01:10:12,925 So it was a good thing that we messed up and then got 1778 01:10:12,925 --> 01:10:14,590 some information from that. 1779 01:10:14,590 --> 01:10:17,650 Then we got a version with sparklies working, 1780 01:10:17,650 --> 01:10:20,660 and there was a big bug where if you killed all the monsters, 1781 01:10:20,660 --> 01:10:21,990 they never respond. 1782 01:10:21,990 --> 01:10:24,972 So that bug has now been fixed in the last 10 minutes, 1783 01:10:24,972 --> 01:10:26,463 so that was good. 1784 01:10:26,463 --> 01:10:30,594 Other than we, we got just random things like people 1785 01:10:30,594 --> 01:10:32,260 staying in the corner and just shooting, 1786 01:10:32,260 --> 01:10:34,970 as opposed to just moving around the map like we want them to. 1787 01:10:34,970 --> 01:10:38,357 So we have a few problems that we have to figure out that. 1788 01:10:38,357 --> 01:10:41,351 Right now, we don't know the answers. 1789 01:10:41,351 --> 01:10:44,844 [APPLAUSE] 1790 01:10:50,333 --> 01:10:51,097 AUDIENCE: Hi. 1791 01:10:51,097 --> 01:10:52,180 I'm with Lost Underground. 1792 01:10:52,180 --> 01:10:54,385 As a refresher on our game, the idea 1793 01:10:54,385 --> 01:10:57,472 is that you are lost underground in the darkness trying 1794 01:10:57,472 --> 01:10:58,602 to find an exit. 1795 01:10:58,602 --> 01:11:02,665 And so as part of our game, we have this sphere 1796 01:11:02,665 --> 01:11:04,418 of visibility around you. 1797 01:11:04,418 --> 01:11:07,490 And as we play tested, we got a lot of good feedback 1798 01:11:07,490 --> 01:11:09,935 on what that visibility means to people 1799 01:11:09,935 --> 01:11:12,883 and how we can actually use it to make 1800 01:11:12,883 --> 01:11:15,751 our mechanics and our [INAUDIBLE] design 1801 01:11:15,751 --> 01:11:16,950 more compelling. 1802 01:11:16,950 --> 01:11:19,614 Another big issue we ran into with people 1803 01:11:19,614 --> 01:11:24,035 play testing was our collision boxes 1804 01:11:24,035 --> 01:11:25,430 are basically pixel perfect. 1805 01:11:25,430 --> 01:11:27,180 And so people would get caught trying 1806 01:11:27,180 --> 01:11:32,370 to go through the map, which was really helpful for us, 1807 01:11:32,370 --> 01:11:35,017 because although we already knew that this problem existed, 1808 01:11:35,017 --> 01:11:37,350 we actually learned a lot about how people were actually 1809 01:11:37,350 --> 01:11:38,844 trying to make these decisions. 1810 01:11:38,844 --> 01:11:40,587 And we learned that instead of using 1811 01:11:40,587 --> 01:11:43,630 the idea of the entire [INAUDIBLE], a lot of players 1812 01:11:43,630 --> 01:11:46,330 were actually looking at where the feet were planted 1813 01:11:46,330 --> 01:11:47,776 and trying to move based on that. 1814 01:11:47,776 --> 01:11:50,186 So when we go and fix it, we'll make 1815 01:11:50,186 --> 01:11:53,240 sure to put the collision box around where the feet are. 1816 01:11:53,240 --> 01:11:56,335 We also got a lot of good feedback on the items 1817 01:11:56,335 --> 01:11:58,584 that we have in our game and where people are actually 1818 01:11:58,584 --> 01:12:01,310 focusing their attention. 1819 01:12:01,310 --> 01:12:04,677 [APPLAUSE] 1820 01:12:08,044 --> 01:12:09,390 AUDIENCE: [INAUDIBLE]. 1821 01:12:09,390 --> 01:12:10,602 PROFESSOR: Oh, Plunder Winds. 1822 01:12:10,602 --> 01:12:11,102 Yeah. 1823 01:12:17,130 --> 01:12:22,322 AUDIENCE: So our game involves moving around a grid 1824 01:12:22,322 --> 01:12:24,210 and running into random encounters. 1825 01:12:27,167 --> 01:12:28,875 The favorability of the random encounters 1826 01:12:28,875 --> 01:12:32,230 are indicated to the player by numbers and colors 1827 01:12:32,230 --> 01:12:33,770 on the board. 1828 01:12:33,770 --> 01:12:36,675 So one of the biggest things that we got from testing 1829 01:12:36,675 --> 01:12:38,100 was that people didn't understand 1830 01:12:38,100 --> 01:12:39,808 the role of the numbers and colors played 1831 01:12:39,808 --> 01:12:42,486 or how they were related or if they were related. 1832 01:12:42,486 --> 01:12:49,025 And they began by moving around randomly and just waiting 1833 01:12:49,025 --> 01:12:51,138 for things to happen to them. 1834 01:12:51,138 --> 01:12:52,596 There's also a mechanic in our game 1835 01:12:52,596 --> 01:12:57,347 that involves moving with the wind and against the wind. 1836 01:12:57,347 --> 01:12:59,430 And so moving with the wind doesn't count stamina, 1837 01:12:59,430 --> 01:13:02,604 but moving against the wind does. 1838 01:13:02,604 --> 01:13:04,666 Or moving sideways of the wind does. 1839 01:13:04,666 --> 01:13:06,332 Moving against the wind is not possible. 1840 01:13:06,332 --> 01:13:09,110 People had trouble figuring that out as well. 1841 01:13:09,110 --> 01:13:11,735 So one of the biggest things we're going to try and do 1842 01:13:11,735 --> 01:13:15,550 is more visual feedback to the player, 1843 01:13:15,550 --> 01:13:18,352 help them figure things out as it goes. 1844 01:13:18,352 --> 01:13:19,810 Also, people felt like there should 1845 01:13:19,810 --> 01:13:23,710 be more long-term consequences instead of just planning 1846 01:13:23,710 --> 01:13:25,323 for the next move or two. 1847 01:13:25,323 --> 01:13:27,788 And so we're going to see how we can integrate that 1848 01:13:27,788 --> 01:13:30,253 into our game. 1849 01:13:30,253 --> 01:13:33,704 [APPLAUSE] 1850 01:13:39,620 --> 01:13:40,606 AUDIENCE: Hi. 1851 01:13:40,606 --> 01:13:41,592 Blind Aliens. 1852 01:13:41,592 --> 01:13:43,564 So we got a lot of great feedback 1853 01:13:43,564 --> 01:13:45,740 from the use play testing. 1854 01:13:45,740 --> 01:13:47,440 So one of the main things we realized 1855 01:13:47,440 --> 01:13:52,148 is we needed more clear goals and more long-term goals. 1856 01:13:52,148 --> 01:13:54,549 So for example, our gun automatically reloads, 1857 01:13:54,549 --> 01:13:56,298 and that was a little confusing for people 1858 01:13:56,298 --> 01:13:58,960 because they didn't really see that it was reloading. 1859 01:13:58,960 --> 01:14:00,638 But instead of doing something like that 1860 01:14:00,638 --> 01:14:02,198 where the gun automatically reloads, 1861 01:14:02,198 --> 01:14:04,772 we're thinking of adding bullets around that you 1862 01:14:04,772 --> 01:14:08,490 have to go and collect so it's more short-term goals and also 1863 01:14:08,490 --> 01:14:09,316 long-term strategy. 1864 01:14:09,316 --> 01:14:12,274 How do you save your bullets up, when do you use them all. 1865 01:14:12,274 --> 01:14:14,037 Another thing we noticed was that our game 1866 01:14:14,037 --> 01:14:15,620 was way too hard at first, and way too 1867 01:14:15,620 --> 01:14:17,069 easy after five minutes. 1868 01:14:17,069 --> 01:14:20,450 So we decided we need to focus on ramping up the difficulty. 1869 01:14:20,450 --> 01:14:22,623 Instead of starting with three aliens attacking you, 1870 01:14:22,623 --> 01:14:23,706 maybe only one. 1871 01:14:23,706 --> 01:14:26,080 And then maybe after five minutes, instead of only having 1872 01:14:26,080 --> 01:14:28,590 three aliens, maybe 10. 1873 01:14:28,590 --> 01:14:32,130 [INAUDIBLE] difficult. 1874 01:14:32,130 --> 01:14:37,486 So another thing we focused on was our AI. 1875 01:14:37,486 --> 01:14:38,325 Not AI. 1876 01:14:38,325 --> 01:14:39,400 User interface. 1877 01:14:39,400 --> 01:14:42,220 So I talked about how there was a reloading thing, 1878 01:14:42,220 --> 01:14:44,255 it was flashing in the corner, but no one saw it 1879 01:14:44,255 --> 01:14:46,250 so no one knew that their gun was reloading. 1880 01:14:46,250 --> 01:14:48,400 They thought it just wasn't working 1881 01:14:48,400 --> 01:14:50,677 and they were frustrated that they were clicking 1882 01:14:50,677 --> 01:14:51,760 and nothing was happening. 1883 01:14:51,760 --> 01:14:53,790 So we need to make that more visual. 1884 01:14:53,790 --> 01:14:56,245 Along with our aliens, when they're half-dead 1885 01:14:56,245 --> 01:14:57,610 or they're still attacking you. 1886 01:14:57,610 --> 01:14:58,860 People thought they were dead. 1887 01:14:58,860 --> 01:15:01,580 They'd run into them and they'd die and be frustrated. 1888 01:15:01,580 --> 01:15:04,940 So instead of maybe turning them darker, 1889 01:15:04,940 --> 01:15:07,830 maybe turn them red or something like that to make that clearer. 1890 01:15:07,830 --> 01:15:09,889 So thank you guys for all the feedback. 1891 01:15:09,889 --> 01:15:13,200 [APPLAUSE] 1892 01:15:14,237 --> 01:15:15,070 PROFESSOR: Modudice. 1893 01:15:21,171 --> 01:15:23,130 AUDIENCE: Hi, we're Modudice. 1894 01:15:23,130 --> 01:15:26,105 So a lot of the feedback we got was really based on our UI. 1895 01:15:26,105 --> 01:15:32,070 And it's because we're modeling a 3-D die using 2-D graphics. 1896 01:15:32,070 --> 01:15:34,447 So a lot of people have different opinions 1897 01:15:34,447 --> 01:15:36,030 about how that should look, and no one 1898 01:15:36,030 --> 01:15:38,477 thought that the way it does look is OK. 1899 01:15:38,477 --> 01:15:39,760 [INAUDIBLE] 1900 01:15:39,760 --> 01:15:42,913 And so we really got a lot of opinions. 1901 01:15:42,913 --> 01:15:44,204 Maybe you could do it this way. 1902 01:15:44,204 --> 01:15:45,495 Maybe you could do it this way. 1903 01:15:45,495 --> 01:15:47,876 And that really helps, because now we 1904 01:15:47,876 --> 01:15:50,230 can really build up a discussion of how it should look. 1905 01:15:50,230 --> 01:15:52,820 How we can make this mental model in people's heads 1906 01:15:52,820 --> 01:15:54,750 match what they're seeing on the screen, which 1907 01:15:54,750 --> 01:15:57,180 is the real hard challenge that we're facing. 1908 01:15:57,180 --> 01:15:59,610 So thanks for the feedback. 1909 01:15:59,610 --> 01:16:03,500 [APPLAUSE] 1910 01:16:03,500 --> 01:16:05,850 PROFESSOR: Beaver Evolution. 1911 01:16:05,850 --> 01:16:08,350 PHILIP TAN: I told them it was going to be the problem, 1912 01:16:08,350 --> 01:16:10,850 someone needs to go up. 1913 01:16:10,850 --> 01:16:12,850 AUDIENCE: So through play testing, 1914 01:16:12,850 --> 01:16:16,580 we really realized that we weren't conveying to the user 1915 01:16:16,580 --> 01:16:19,424 exactly why all the instructions worked clearly 1916 01:16:19,424 --> 01:16:21,492 and what was happening at each turn. 1917 01:16:21,492 --> 01:16:25,160 But otherwise, the game mechanics worked pretty well. 1918 01:16:25,160 --> 01:16:27,640 So in Beaver Evolution, you can choose 1919 01:16:27,640 --> 01:16:29,282 whether to build, populate, or evolve, 1920 01:16:29,282 --> 01:16:31,247 but it wasn't clear to the player 1921 01:16:31,247 --> 01:16:32,955 exactly how many beavers you can populate 1922 01:16:32,955 --> 01:16:34,730 or how many dams you could build, 1923 01:16:34,730 --> 01:16:37,720 or what natural disasters could happen. 1924 01:16:37,720 --> 01:16:41,526 And then between each turn, when a natural disaster happened, 1925 01:16:41,526 --> 01:16:43,020 there wasn't that much engagement 1926 01:16:43,020 --> 01:16:45,880 between the player and the game being like, 1927 01:16:45,880 --> 01:16:48,302 oh, this drought happened and then 1928 01:16:48,302 --> 01:16:50,470 this is a consequence of that. 1929 01:16:50,470 --> 01:16:53,970 So I think going forward, we're going to really try 1930 01:16:53,970 --> 01:16:57,399 to make it easier for players to understand what happened 1931 01:16:57,399 --> 01:16:59,864 during that turn, and then what their choices are 1932 01:16:59,864 --> 01:17:01,343 in terms of picking it. 1933 01:17:01,343 --> 01:17:04,794 So a lot of it is clarifying what the instructions are, 1934 01:17:04,794 --> 01:17:07,752 what the game mechanics are. 1935 01:17:07,752 --> 01:17:11,203 [APPLAUSE] 1936 01:17:12,304 --> 01:17:13,720 PROFESSOR: And finally, Comcastic. 1937 01:17:19,674 --> 01:17:21,132 AUDIENCE: Well, the two main pieces 1938 01:17:21,132 --> 01:17:22,632 of feedback that we got from players 1939 01:17:22,632 --> 01:17:24,940 were about the UI of the game. 1940 01:17:24,940 --> 01:17:27,450 And we had some issues with that because our game has 1941 01:17:27,450 --> 01:17:30,354 a lot of complex UI requirements and we 1942 01:17:30,354 --> 01:17:33,711 didn't have time to implement all of those prior to this test 1943 01:17:33,711 --> 01:17:34,211 session. 1944 01:17:34,211 --> 01:17:36,760 But we did get a lot of feedback about UI improvements that 1945 01:17:36,760 --> 01:17:39,445 would make it easier for players to see what 1946 01:17:39,445 --> 01:17:40,840 was going on with the game. 1947 01:17:40,840 --> 01:17:42,381 For example, highlighting houses that 1948 01:17:42,381 --> 01:17:44,570 are currently being served by a [? source ?] center. 1949 01:17:44,570 --> 01:17:46,070 The other main complaint that we got 1950 01:17:46,070 --> 01:17:48,597 was that the game is nebulous right now. 1951 01:17:48,597 --> 01:17:50,096 There's not a whole lot of challenge 1952 01:17:50,096 --> 01:17:51,203 or clearly defined goal. 1953 01:17:51,203 --> 01:17:52,676 And so one thing that we're really 1954 01:17:52,676 --> 01:17:56,390 going to look at going forward is 1955 01:17:56,390 --> 01:17:59,470 tightening the focus of the game, addling more tension, 1956 01:17:59,470 --> 01:18:02,026 and making the goal of the game more concrete. 1957 01:18:02,026 --> 01:18:06,328 And since it doesn't fit very well into an established genre, 1958 01:18:06,328 --> 01:18:08,847 we had some more complex design decisions 1959 01:18:08,847 --> 01:18:11,556 to figure out how to make this a fun and engaging game. 1960 01:18:11,556 --> 01:18:13,055 And so that's pretty much what we're 1961 01:18:13,055 --> 01:18:15,035 going to be focusing on going forward, 1962 01:18:15,035 --> 01:18:18,005 would be the UI and adding more challenge and tension 1963 01:18:18,005 --> 01:18:20,975 to the game. 1964 01:18:20,975 --> 01:18:22,460 [APPLAUSE] 1965 01:18:22,460 --> 01:18:23,945 PHILIP TAN: I have a few words. 1966 01:18:23,945 --> 01:18:25,879 Do you have anything to say? 1967 01:18:25,879 --> 01:18:26,920 PROFESSOR: You go for it. 1968 01:18:26,920 --> 01:18:27,545 PHILIP TAN: OK. 1969 01:18:27,545 --> 01:18:29,110 So I just want to remind everybody 1970 01:18:29,110 --> 01:18:33,701 that you started on this project less than 10 days ago. 1971 01:18:33,701 --> 01:18:34,200 OK. 1972 01:18:34,200 --> 01:18:37,300 And you just finished your first playable prototype, 1973 01:18:37,300 --> 01:18:38,620 and you did a good test. 1974 01:18:38,620 --> 01:18:40,170 So give yourself a hand. 1975 01:18:40,170 --> 01:18:43,110 [APPLAUSE] 1976 01:18:45,570 --> 01:18:46,380 Let's see. 1977 01:18:46,380 --> 01:18:48,230 Things to keep in mind. 1978 01:18:48,230 --> 01:18:51,400 For those of you who are making mouse-driven games, 1979 01:18:51,400 --> 01:18:53,500 you want to make sure that you have enough mice 1980 01:18:53,500 --> 01:18:59,530 to have for your next play test which will be probably project 1981 01:18:59,530 --> 01:19:01,490 three. 1982 01:19:01,490 --> 01:19:04,560 And you've only got another five days, 1983 01:19:04,560 --> 01:19:08,500 if I'm not mistaken, when this is done. 1984 01:19:08,500 --> 01:19:12,210 This is exactly a two week project. 1985 01:19:12,210 --> 01:19:15,300 So if you haven't started cutting features, 1986 01:19:15,300 --> 01:19:17,640 this is probably the time to do it. 1987 01:19:17,640 --> 01:19:19,980 Let's see. 1988 01:19:19,980 --> 01:19:22,620 Something that, of course, we did notice and you all 1989 01:19:22,620 --> 01:19:26,040 felt it was that there weren't enough stations for playing 1990 01:19:26,040 --> 01:19:27,110 the games. 1991 01:19:27,110 --> 01:19:30,840 For future play tests, for project three onwards, 1992 01:19:30,840 --> 01:19:37,880 we are going to expect at least half as many game computers 1993 01:19:37,880 --> 01:19:41,030 as you have at the average team size. 1994 01:19:41,030 --> 01:19:43,640 So I'm not sure whether we're doing with teams of six 1995 01:19:43,640 --> 01:19:45,310 or teams of eight. 1996 01:19:45,310 --> 01:19:49,070 We're doing teams of six for project three, which 1997 01:19:49,070 --> 01:19:50,610 means each team should be prepared 1998 01:19:50,610 --> 01:19:54,020 to have at least three computers running with the games. 1999 01:19:54,020 --> 01:19:56,540 Something else that we're also going 2000 01:19:56,540 --> 01:20:00,430 to make it a lot clearer where the game stations are 2001 01:20:00,430 --> 01:20:04,050 is that the computers that are not being used for game play 2002 01:20:04,050 --> 01:20:05,400 should actually just be closed. 2003 01:20:05,400 --> 01:20:08,275 Take notes using paper, because it gets confusing to figure out 2004 01:20:08,275 --> 01:20:10,900 which are the game stations and which ones are just like people 2005 01:20:10,900 --> 01:20:14,440 taking notes and which ones are the ones where people actually 2006 01:20:14,440 --> 01:20:17,524 coding on the sly trying to fix last minute problems. 2007 01:20:17,524 --> 01:20:19,940 You really should have all that sorted out before the play 2008 01:20:19,940 --> 01:20:21,520 test, not during the play test. 2009 01:20:22,620 --> 01:20:24,880 So next time when we're doing play test, 2010 01:20:24,880 --> 01:20:28,470 just make sure that half your team, basically, 2011 01:20:28,470 --> 01:20:30,760 is ready to go with the game. 2012 01:20:30,760 --> 01:20:32,370 And I would suggest more than half 2013 01:20:32,370 --> 01:20:35,100 your team should be able to run the code, just in case 2014 01:20:35,100 --> 01:20:37,710 someone falls sick, right? 2015 01:20:37,710 --> 01:20:41,180 And doesn't bring their computer or their mouse. 2016 01:20:41,180 --> 01:20:45,050 Rest of the class is for you to work on your own team. 2017 01:20:45,050 --> 01:20:48,410 If anyone hasn't signed into the attendance sheet, 2018 01:20:48,410 --> 01:20:49,860 we still have it up here. 2019 01:20:49,860 --> 01:20:55,810 And I want to have everyone give the folks from Riot 2020 01:20:55,810 --> 01:20:58,320 a big hand for coming and giving their feedback. 2021 01:20:58,320 --> 01:21:00,260 [APPLAUSE] 2022 01:21:00,260 --> 01:21:02,685 Thank you. 2023 01:21:02,685 --> 01:21:04,150 GENEVIEVE CONLEY: [INAUDIBLE]. 2024 01:21:04,150 --> 01:21:04,983 PHILIP TAN: Oh, yes. 2025 01:21:04,983 --> 01:21:07,705 They have lots of information about internships. 2026 01:21:07,705 --> 01:21:08,205 Oops. 2027 01:21:08,205 --> 01:21:08,770 Oh, whoa. 2028 01:21:08,770 --> 01:21:12,720 A very, very large stack of documents and positions that 2029 01:21:12,720 --> 01:21:13,430 are available. 2030 01:21:13,430 --> 01:21:14,940 And a deadline, October 15th, which 2031 01:21:14,940 --> 01:21:17,730 is not that long from now. 2032 01:21:17,730 --> 01:21:21,930 So definitely check those out as soon as you can. 2033 01:21:21,930 --> 01:21:22,670 Let's see. 2034 01:21:22,670 --> 01:21:24,690 Actually, while we're on internships, 2035 01:21:24,690 --> 01:21:28,400 there's one other thing that I wanted to mention. 2036 01:21:28,400 --> 01:21:32,510 I sent out a message for Europe over in AeroAstro. 2037 01:21:32,510 --> 01:21:36,260 They are looking for game developers. 2038 01:21:36,260 --> 01:21:38,410 Even better if you also know MATLAB, 2039 01:21:38,410 --> 01:21:41,530 but they just want game developers 2040 01:21:41,530 --> 01:21:43,710 for a high school science competition 2041 01:21:43,710 --> 01:21:46,139 that they're running. 2042 01:21:46,139 --> 01:21:47,180 It's like first robotics. 2043 01:21:47,180 --> 01:21:50,180 It's a robotics competition, only in zero gravity. 2044 01:21:50,180 --> 01:21:53,320 So if that sounds cool, you should definitely 2045 01:21:53,320 --> 01:21:56,630 respond to them quickly because Europe deadlines are coming up. 2046 01:21:56,630 --> 01:22:01,600 And that's it. 2047 01:22:01,600 --> 01:22:03,450 See you [INAUDIBLE].