2.3. Playtest 2 - CiarennHollis/ChateauBattle GitHub Wiki

Playtesting the Interation of the Greybox

I had the new iteration of the Chateau Battle level playtested. Players played a five minute deathmatch in my map and then completed a survey afterwards. This playtest focused on the overall but also on the finer details of the map (props, pick ups, etc).

Changes from Playtest 1

  • Smaller props and set pieces were added: crates, rug, rails, pillars, archers, hanging chandeliers
  • Added more pick ups
  • Added more spawn points so that there are about sixteen to accommodate 7-8 players

My Observations

I was one of the four players so these are observations are from that perspective

  • This map is too big for 4 players, I would a little while sometimes without seeing anyone. How the paths of flow open up to the main throne one in one way or another helped bring players into confrontations.
  • There were enough pick ups on the upper level, but there could be a couple more spawn points up there.

The Survey

  • Playertesters were given statements and rated out of 10 how much they agree with those statements.

  • An example question is: "I could easily find other players. (1: Disagree; 10: Agree).

  • There were also a few prompted open ended questions where playtesters could elaborate on their feedback.

  • This survey had the same questions as Playtest 1's survey.

Results

Data

Improvements

image Some of the elements that were changed in the iteration were ranked higher this time around than in the previous test; spawn points, cover, and being able to find other players, for example.

Stagnating Elements

image Some of the elements were ranked the same and sometimes lower than previously, however. Landmarks, overall enjoyment, geometry evoking a theme were all ranked the same as previously for example. Layout encouraging strategic choices was ranked less, which is interesting since the main layout of the map did not change too much from the previous iteration. This probably has something to do with the number of players that played in this playtest. This playtest had only four players whereas Playtest 1 had 7 players.

Summary of Open Ended Responses

Compliments

  • Good amount of pickups near spawn points
  • Players gravitated near the main open area
  • Good connectivity and paths

Critiques

  • The dining table in the dining room is too high and players get stuck on the chairs around it
  • Not enough spawn points
  • Why isn't the rocket launcher on the throne? It's rather overpowered
  • Scaling is a little big for 4 players
  • Don't give players everything they need upstairs so they don't camp out up there

Key Take Aways and Edits

  • Make sure props and set pieces are playable (can be climbed on, jumped on, etc.) and that the players don't get stuck on them
  • More ammo pick ups and health pick ups but fewer armor pick ups
  • More spawn points to support the 7-8 players this map is more fit for
  • Reposition some pick ups

Edits Made

  • Repositioned pick ups: Put the rocket launcher on the throne, added more ammo and health around the throne room and a few in other areas, switched out a few armor pick ups for ammo or health pick ups
  • Edited props so that they are playable: Lowered the tables in the dining room, lowered the alter in the chapel on the upper level, resized crates to fit the determined Metrics