6.3 KiB
Playtest Planning
Workflow ID: _bmad/bmgd/gametest/playtest-plan
Version: 1.0 (BMad v6)
Overview
Create structured playtesting sessions to validate gameplay, gather user feedback, and identify issues that automated testing cannot catch. Playtesting validates "feel" and player experience.
Knowledge Base Reference: knowledge/playtesting.md
Preflight Requirements
- ✅ Playable build available
- ✅ Test objectives defined
- ✅ Participant criteria known
Step 1: Define Playtest Objectives
Questions to Answer
-
What are we testing?
- Core gameplay loop
- Specific feature
- Difficulty curve
- Tutorial effectiveness
- Overall experience
-
What decisions will this inform?
- Design changes
- Difficulty tuning
- Feature prioritization
- Ship/no-ship decision
-
What metrics will we collect?
- Completion rates
- Time-on-task
- Failure points
- Player sentiment
Step 2: Choose Playtest Type
Internal Playtest
Best for: Early validation, bug finding, quick iterations
| Aspect | Details |
|---|---|
| Participants | Team members, other teams |
| Duration | 30-60 minutes |
| Frequency | Weekly or per-milestone |
| Setup | Minimal, informal |
External Playtest
Best for: Unbiased feedback, market validation
| Aspect | Details |
|---|---|
| Participants | Target audience, external testers |
| Duration | 1-2 hours |
| Frequency | Monthly or milestone |
| Setup | Formal, NDA if needed |
Focused Playtest
Best for: Specific feature validation
| Aspect | Details |
|---|---|
| Participants | Selected for specific traits |
| Duration | 20-45 minutes |
| Frequency | As needed |
| Setup | Specific build/scenario |
Step 3: Create Session Structure
Pre-Session (10-15 min)
-
Welcome & Context
- Brief game description (no spoilers)
- Session goals (what we're testing)
- Comfort check (breaks, questions)
-
Consent & Setup
- Recording consent (if applicable)
- Controller/input preferences
- Any accessibility needs
-
Instructions
- "Play as you normally would"
- "Think aloud if comfortable"
- "There are no wrong answers"
Gameplay Session (30-90 min)
-
Observation Focus Areas
- Where do players get stuck?
- What do they try first?
- What surprises them?
- Where do they express frustration/joy?
-
Note-Taking Template
[TIME] [LOCATION] [OBSERVATION] [PLAYER REACTION] 0:05 Tutorial Skipped help text Seemed impatient 0:12 Combat Died to first enemy Frustrated, retried -
Intervention Rules
- Let players struggle (within reason)
- Note when you want to help
- Only intervene for:
- Critical bugs
- Genuine distress
- Session time running out
Post-Session (10-20 min)
-
Immediate Reactions
- "What was your overall impression?"
- "What stood out most?"
- "Would you play again?"
-
Specific Questions
- Feature-specific feedback
- Difficulty perception
- Clarity of objectives
-
Open Feedback
- "Anything else?"
- "Questions for us?"
Step 4: Create Observation Guide
What to Watch For
| Category | Signals | Record |
|---|---|---|
| Confusion | Pausing, wandering, repeating actions | Location, duration |
| Frustration | Sighing, repeated failures, quitting | Cause, frequency |
| Engagement | Leaning in, exclaiming, continuing | Features that work |
| Boredom | Checking phone, disengaging | Drop-off points |
Quantitative Metrics
- Time to complete tutorial
- Deaths per section
- Items/features discovered
- Session duration
- Completion rate
Step 5: Generate Playtest Plan Document
Document Structure
# Playtest Plan: {Build/Feature Name}
## Overview
- Build version: {version}
- Session date(s): {dates}
- Objective: {primary goal}
## Participant Criteria
- Target: {player type}
- Experience: {gaming background}
- Count: {number}
## Session Structure
### Pre-Session (15 min)
- Welcome and consent
- Setup and preferences
- Brief instructions
### Gameplay (60 min)
- Free play / guided tasks
- Observation focus: {areas}
- Intervention threshold: {criteria}
### Post-Session (15 min)
- Immediate reactions
- Structured questions
- Open feedback
## Observation Guide
{observation_template}
## Data Collection
- Recording: {yes/no}
- Notes template: {attached}
- Metrics: {list}
## Team Roles
- Facilitator: {name}
- Note-taker: {name}
- Technical support: {name}
## Post-Playtest Analysis
- Session debrief: {date}
- Report due: {date}
- Action items review: {date}
Step 6: Post-Playtest Analysis
Synthesize Findings
-
Pattern Identification
- What issues appeared multiple times?
- What worked consistently well?
-
Severity Assessment
- Critical: Blocks progression
- Major: Significantly impacts experience
- Minor: Noticeable but manageable
-
Recommendations
- Immediate fixes
- Design considerations
- Further investigation needed
Report Template
## Playtest Report: {Session}
### Summary
- Participants: {count}
- Completion rate: {%}
- Overall sentiment: {positive/mixed/negative}
### Key Findings
1. {Finding with evidence}
2. {Finding with evidence}
### Recommendations
| Issue | Severity | Recommendation | Priority |
| ------- | -------- | -------------- | -------- |
| {issue} | {sev} | {rec} | {P0-P3} |
### Quotes
> "{Notable player quote}" - Participant {N}
### Next Steps
1. {action item}
2. {action item}
Deliverables
- Playtest Plan Document - Session structure and logistics
- Observation Guide - What to watch for
- Note-Taking Template - Standardized recording
- Report Template - Post-session analysis format
Validation
Refer to checklist.md for validation criteria.