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Valve's Approach to Playtesting: the Application of Empiricism
Price $7.95
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SKU gdc09_8884
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Description
Although playtesting plays a huge role in the game design cycle, there has been little research or empirical analysis on how to effectively generate unbiased, objective information from this process. Moreover, traditional playtest routines can lead to the accumulation of subjective data which can harm rather than help the design process. This talk will focus on comparing and contrasting the costs and benefits of traditional playtest procedures (direct observation, verbal reports) with those of more technical approaches (survey data, stat collection, data analysis, physiological measurements). In addition, it will discuss how Valve is broadening its playtest program to apply methodologies from behavioral research which should serve to both increase the stock of useful information and to decrease the collection of biased observations. To illustrate these points, examples will be drawn from the actual playtesting process of Left 4 Dead, hypothetical scenarios both to avoid and embrace will be discussed, and potential emerging technologies to aid in the accumulation of data will be presented.

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