Designer Diary: Focus Testing
Author: Tim McCracken, Quality Assurance Manager, Firaxis Games
It’s an understatement to say a great deal of planning went into the production
of Sid Meier's Pirates! for the Xbox. With an aggressive deadline, features were
measured against production time. The objective wasn’t reinventing the game,
rather ensuring the Xbox version had it’s own unique style and delivered a great
Xbox gaming experience. A key device in judging the success of our efforts was
focus testing. Gamers were brought into our studio to play, while we observed
their decision making, actions, and reactions. Across several months, the game
was fine tuned in response to these observations.
Our testers ranged from casual to hard core gamers because we wanted to make a
game that would be fun entertainment for all types of players.. Before
controllers were handed out, each participant would answer a few questions to
rate their interests, game genre preferences, and experience.
Single player and multiplayer were the two types of focus tests held. Single
player concentrated on the feedback of one tester over a minimum of an hour long
play session. Multiplayer sessions recorded the feedback of a group of players
testing the Vs. Ship Battle game. While single player sessions were focused and
engaging, multiplayer awoke the participant's primal, competitive nature. Every
session roared with rowdy cheers, reminiscent of the raucous heard along the
shores of the 17th century Caribbean.
Speaking out loud was encouraged, sometimes prodded. When 'speaking out loud', a
focus tester announces aloud why they are doing something. This approach helped
testers to streamline their thoughts, giving us a glimpse into the intuitiveness
and balance of the game's design. I gave them the example ofwalking through my
house counting windows. Rather than simply telling someone the number of windows
on each floor, I would describe walking through each room; vividly painting a
picture of the setting and the process.
Rather than immediately answering questions on the interface, game mechanics, or
controls, we would document the questions and answer them only if the player
reached an impasse. At the end of each session a questionnaire was handed out
asking the following: What did they or did they not enjoy? Was the game
intuitive? Was anything confusing? To ensure impartiality, the subjects
documented their impressions anonymously.
At first, everyone experienced similar difficulties. As this information was
documented and passed on to the design team, changes were made and a new focus
group was brought in to test the new version
Fans of Pirates! PC were pleased to see the addition of the button matching game
for evening the odds while boarding a ship. They liked the smaller world map,
promising a fast paced, action packed game. Using the Leaderboard on Xbox live
for comparing fame scores was also a highlight.
The introduction of multiplayer was heartily welcomed. This head to head
experience features a rarely seen environment. The physics of the open sea and
dynamics of the wind, create a unique battle field. Properly timing a broadside,
cutting the sails for a tight dodge, and ferociously racing for a power up, are
all necessary skills for survival.
With the statistics system recording a detailed log of each game, competition
became fierce. At first, ship battles were simply about winning - sinking your
opponent and remaining afloat. After a series of matches, however, victory was
not enough. Players were not satisfied until they crushed their opponents,
watching the enemy ships splinter apart, and hearing the lamentation of the
crew.
With multiple maps and ships to choose from, egos were put on the line as the
superior captain was determined. Who could defeat the enemy with the most
accuracy? Victories with one ship in one arena did not guarantee the same
results in different settings. Teams were formed and rivalries intensified even
more. The combatants were not eager to leave the helm - when the focus test
ended it would be months before they could return…
After witnessing the endless enthusiasm and genuine excitement of our onsite
focus testers, I'm eager to see how the game is received in the Xbox community
at large. I'll personally leave a massive wake of splintered ships and defeated
crewmen come the game's release, and further the legend of my own infamous
character, Captain Jack Kidd!