NPC User Testing Interactions - UQdeco2800/2022-studio-2 GitHub Wiki

< Back to Dialogue & NPCs page

Documentation of Dialogue Box Designs by @MonitaMegaele


Overview

This page goes through the User Testing/Play Testing for the NPC interactions (with their dialogues)

Raw Data



First Testing Session (7th Oct)

Purpose

The purpose of this testing session is to identify any major and minor bugs with the NPC interactions. Any issues which interfere with the ideal smooth interaction flow of exploring the NPCs and their dialogues.

Testing Process

I used the Think Aloud method for the very first testing session of the NPCs as a whole. This was partially because the Think Aloud methods allow a lot of subconscious reactions and identifies where the user gets stuck in the flow of the interactions. It additionally gains extra information, small details which users might miss during interviews.

Instructions

  • Could you try talking with the plumber friend?
  • Could you please explore the first stage of the map until you have talked with all the NPCs from the area?

Post-Interview Questions

  • How was your time exploring NPC interactions?
  • During the dialogue of the NPCs could you describe a story which was said?
  • During the dialogue of the NPCs could you state an item which was given?

Results

Issues identified:

  • The Human Guard coordinates are off
  • Plumber Friend and Human Guard's voices are very soft
  • You can get multiple items from the Plumber Friend if you keep playing the dialogue
  • Dialogue boxes are too small to be placed in the center (Looked Off)

Insights identified:

  • The dialogue itself was fine -> Story wise they were all giving different perspectives.
  • NPC positions were not obvious which creates an adventure aspect
  • Not all NPCs gave items which made it exciting to explore for items

Evaluation

This testing session provided some insights on inconsistencies between the NPCs and what bugs we had to work on for the week. Future testing sessions should reiterate these but with the NPCs on the second level instead. Additionally testing the NPC position should be taken into considerations.



Second Testing Session (12th Oct)

Purpose

Once the second stage NPC's dialogue has been spawned, we went through with a re-iteration of the first testing session. Any issues which interfere with the ideal smooth interaction flow of exploring the NPCs and their dialogues will be identified.

Testing Process

(same as the previous testing session)

I used the Think Aloud method for the very first testing session of the NPCs as a whole. This was partially because the Think Aloud methods allow a lot of subconscious reactions and identifies where the user gets stuck in the flow of the interactions. It additionally gains extra information, small details which users might miss during interviews.

Instructions

  • Could you try talking with the Atlantis Guard?
  • Could you please explore this stage of the map until you have talked with all the NPCs from the area?

Post-Interview Questions

  • How was your time exploring NPC interactions?
  • During the dialogue of the NPCs could you describe a story which was said?
  • During the dialogue of the NPCs could you state an item which was given?

Results

Issues identified:

  • The Crocodile has no lines in the game
  • The NPCs in Level 2 Spawn very close to each other -> No adventure aspect
  • Crocodile Interactions seem very incomplete

Insights identified:

  • Atlantis Guard lines are clear and interactions were as intended

Evaluation

More work on the Crocodile NPC needs to be done because of the sense of incompleteness. Voice Lines and Dialogue Lines have to be added for this NPC to retest the character. Otherwise, The NPCs should be alright, dialogue wise. Positions of the NPCs could be considered/changed however it does not necessarily affect the game progression.



Final Testing Session (17th Oct)

Purpose

As we have fixed almost every issue listed in the previous user testing sessions. This will be a final quality check of the NPCs before the submission date for the sprint. The purpose is the identify minor errors in the NPC interactions. Anything which does not work as intended will require immediate attention.

Testing Process

Scenario Completion will be our main testing process. The user will go through the NPCs one by one to check their interactions are as intended

Instructions

  1. Talk to the Plumber Friend
  2. Talk to the Female NPC
  3. Talk to the Human Guard
  4. Talk to the Male NPC
  5. Talk to the Child
  6. Talk to the Crocodile
  7. Talk to the Atlantis Guard

Results

Issues which needed fixing ASAP

  • Crocodile Voice Lines and Dialogue Lines were NOT added
  • Human Guard Positioning was still off
  • Not everyone was fixed for duplicate material exploitations

Evaluation

The bugs mentioned above were fixed in time for the sprint completion date. Through these user testing, We hoped we minimized errors and bugs with the NPCs and Dialogues for the final sprint. The NPCs should have minimal errors in the final version of the game after Sprint 4.