The Indie Game Magazine June 2014 | Issue 38 | Page 12
THE USER
EXPERIENCE
by James Berg
Game Analyst
EA Canada
www.ea.com/ca
Hello!
My name is James Berg, and I’m a Game Analyst for the User Experience Testing Labs at EA Canada. My
team conducts games user research (GUR), runs playtests with gamers, and provides consulting on a variety
of EA games – Dragon Age: Inquisition, FIFA, and Battlefield, amongst many others. Today I’m going to make
the case for why you, the Indie developer, should be doing as much of my teams’ job as possible, and why
you should probably be doing it right now.
First, what is that? At its minimum, GUR is getting
feedback about your game from people who have
no vested interest in you or your game – not just “Is
this fun?” feedback, but detailed information about
how they learn to play, what they like/dislike, and
anything that’s confusing or frustrating. Ideally, GUR
is larger-scale playtests with diverse participants,
including 1-on-1 usability tests and group gameplay
sessions.
The largest mistake that both Indie and AAA
teams make is testing their game with real gamers
too late in the project cycle. “It’s not ready” is
no longer valid once you have a prototype or
wireframes. When would you rather find out your
core mechanic isn’t as much fun as you think it is
– now or three months of development work from
now? If your interface or menus are confusing, is it
better to know that in wire framing, or when art is
finalized?
I playtest games for many months before they’re
released – large chunks are frequently broken early
on. By the time things aren’t broken, it’s too late
to make major changes based on player feedback.
As soon as you have something, you can playtest
it. Wireframes are enough for paper prototypes.
Placeholder art is enough for testing core gameplay
mechanics and engagement loops.
Next month, I’ll discuss methods in detail that
anyone can use. For now, here’s some quick tips:
- Gather both quantitative and qualitative
feedback
- People are terrible at knowing what they will
like; get feedback about what is, not what could be
- Always do your best to determine why you’re
receiving a piece of feedback
- Don’t ask groups publicly, ask individuals
privately
- Do your research on how to ask unbiased
questions. If possible, don’t be the person asking
them
Have questions of your own? Ask them in the
Indie Game Magazine forums, and we’ll select the
best ones to answer in next month’s issue!
Are you an Industry Vet? Have you been around the block? Seen more
than your share of stuff and would like to share with the community? Our
young developers would love to hear your tales!
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Contact us at [email protected] and let us know!
The Indie Game Magazine | www.indiegamemag.com