Simulate it, test it, play it again
Simulation and testing in game design: the difference between running a model and running the game, types of simulation (physics, AI, economy, player models, emergent systems), Monte Carlo simulation of balance, the iterative design cycle, types of testing and bug triage, playtesting methods and the golden rule, quantitative and qualitative data, and ethics and bias in testing. In the practical you simulate Roll for Reward by hand and by machine, design a rule change, and playtest another group's.
Slides: use the arrow keys or swipe; press F for full screen and Esc for an overview.
- Separate simulation from testing and say which questions each one can answer.
- Simulate a mechanic with a Monte Carlo run, and read its average and its spread.
- Pick the right test (functional, regression, usability, balance…) and triage what it finds by severity and priority.
- Run a fair playtest with a question, a script, consent and notes that turn into fixes.
Build a small Monte Carlo simulation of one mechanic from your own design in a spreadsheet (see Probability for Designers on the GDnD wiki), and plan who your tissue playtesters will be.
Activity files
Key reading
Bond, J. G. (2022) Introduction to Game Design, Prototyping, and Development. 3rd edn. Boston: Addison-Wesley (chapters on playtesting).
Sellers, M. (2018) Advanced Game Design: A Systems Approach. Boston: Addison-Wesley, ch. 12.
Keith, C. (2020) Agile Game Development: Build, Play, Repeat. 2nd edn. Boston: Addison-Wesley.
GDnD wiki: Playtesting and QA and Bug Triage.