Playtesting
Playtest Procedure
Agenda
Introduce the game and explain the rules - 5 minutes
Play through a game - 20 minutes
Interview - 5 minutes
Goals, Questions, Assumptions/Hypotheses
Goal: Figure out and refine the length of the game
Question: How long does it take to finish playing the game? Is it too long/short?
Question: How many rounds does it take to finish the game?
Question: Are the chance spaces positioned well on the board?
Assumption/hypothesis: There are enough content and intent cards to finish a game
Goal: Assess and refine the rules and mechanics to make the gameplay more fun
Question: What rules can we change to make the game better?
Question: What rules still cause confusion and are unclear?
Question: How can we refine the rules to make the game more fun?
Assumption/hypothesis: There are enough rounds that do not tie to make the game interesting enough not to be boring
Assumption/hypothesis: The chance spaces and random events make the game more fun
Observations
How well/quickly the playtesters understand the procedure/rules
How long the game takes
If there are any players getting really far ahead of others or congregating in one area
Discussion
Do you like the gameplay mechanics and is it fun to play?
What do you think is not working or does not make sense?
Quantitative Data
Question: How can we refine the length of the game?
Data: Time, measure using a timer/stopwatch/clock/video recording
Question: How many rounds does it take to finish the game?
Data: Number of rounds, measure by keeping track of how many rounds have passed or by counting how many intent cards the players have at the end
Question: Are the chance spaces positioned well on the board?
Data: Number of chance cards used, measure by keeping track of how many chance cards have been drawn or by counting how many chance cards are in the discard pile
Playtest Insights and Results
Suggestions for improving the game include incorporating event cards and a board to better visualize the rise in popularity and virality. The rules were be restructured to make the game shorter and easier for a winner to come forward. Restyling the back of the card to make it more apparent what type of card each card is and creating voting tokens so that people can place them on the cards directly. Addition of an instruction card that all players will be able to access while playing the game was also added. The advertising cards was rebranded as intent cards, tying them better with the game and rules itself. The board could be altered to be shorter and include more event cards that can push people forward, changing the number of steps each player takes. The content in the cards could be changed to reflect more real-life scenarios, and the placement of the event tiles could be altered and randomized. Different event card actions could be added, such as allowing players to save cards, cards that affect players for multiple rounds, and allowing players to "collect" likes and redeem them for steps on the board. Finally, the rules could be altered to make everyone move at least one step during each round.
Playtest #1
Conducted with Jack of Group 1-1
March 14, 2023
Direct Feedback:
Most of the people’s fun elements existed, but there weren’t many transformative elements to it.
Why would you incentivize spreading misinformation?
I think the game went on for too long and could be shortened
The card designs were hard to differentiate from one type to another
Key Changes/Revisions After Playtest (based on the above observations & reflection):
Introduction of the board
Cards restyled and rules greatly altered
Event cards introduced
Playtest #2
Conducted with Asher & Sofia of Group 1-4
March 21, 2023
Direct Feedback:
Reporting
Asher felt like he doesn’t have the urge to push anyone else back
Instead considering giving reporting power to everyone else instead of the influencer
What was the most unnecessary part of the game?
Advertisement seemed most unnecessary, and was complex. Functionality of it makes sense
Maybe rebrand the advertisement
Social media vs followers
Likes the posting and voting, ties into real life
Contents could be more related to real life, adding in conspiracy, covid
Doesn't seem really complicated, just needed instructions, maybe an instruction card
Helping Understanding
Having instructions would be really helpful
Maybe an instruction board
Game length
Played for over 20 minutes, still in the first stretch (I think the furthest someone got was halfway)
Maybe re-layout chances, maybe make the board shorter
Key Changes/Revisions After Playtest (based on the above observations & reflection):
Adding in art direction
More concrete instructions
Altering content to be more relatable to real life
Playtest #3
Conducted with Derian, Ginnie and Tori of Group 2–5
March 28, 2023
Direct Feedback
The transformational qualities of the game were difficult to comprehend. This could be addressed by providing more clarity and explanations.
The placement of the event tiles seemed random, as they were all on even tiles. It might be helpful to consider a more strategic placement of these tiles.
The choice between misinformation and true cards was unclear, and could be leveraged to create a more strategic aspect to the game.
Each misinformation card should have enough impact to make it a meaningful choice for players.
Despite some initial confusion, the overall gameplay was easy to grasp and understand.
The game was very enjoyable in a party game style, making it a great choice for social gatherings.
Currently, the only meaningful decision in the game is the selection of content cards. It might be interesting to introduce risks or drawbacks associated with certain cards to add more depth to the gameplay.
Key Changes/Revisions
The placement the event tiles made it easy for people to bypass them
Added more various types of intent cards.
Playtest #4
Conducted with Kenneth
March 28, 2023
Direct Feedback
The transformational qualities of the game were difficult to comprehend. This could be addressed by providing more clarity and explanations.
The placement of the event tiles seemed random, as they were all on even tiles. It might be helpful to consider a more strategic placement of these tiles.
The choice between misinformation and true cards was unclear, and could be leveraged to create a more strategic aspect to the game.
Each misinformation card should have enough impact to make it a meaningful choice for players.
Despite some initial confusion, the overall gameplay was easy to grasp and understand.
The game was very enjoyable in a party game style, making it a great choice for social gatherings.
Currently, the only meaningful decision in the game is the selection of content cards. It might be interesting to introduce risks or drawbacks associated with certain cards to add more depth to the gameplay.
Key Changes/Revisions
The placement the event tiles made it easy for people to bypass them
Added more various types of intent cards.
Playtest #5
Final Showcase
April 4, 2023
Direct Feedback
The idea of misinformation is not well integrated into the main game mechanism
Core gameplay is fun, but needs more novelty and new elements
Game is too similar to its inspiration and needs to differentiate itself more effectively
Implement new mechanics or strategic choices for players
Key Changes/Revisions
Some Intent cards will pair better with specific themes from the Caption card and/or Content cards (eg. a misinformation card that says “if the Content includes animals, move 3 steps forward”). This simulates how trending content is more likely to gain attention on social media, and connects the Intent card to the Content and Caption cards more closely.
Some Events will affect everyone in the game, not just the person who drew it. This shows how actions and posts on social media impact all the viewers rather than just the person who posted it.