CRE342 · Week 7
Ulster University
CRE342 · Game Mechanics & Gameplay Design · Week 7

Simulate it,
test it, play it again

Simulation and testing in game design: balance, QA and playtesting

BSc (Hons) Game Design & Development

Think · 30 seconds

Name a bug, an exploit or a broken strategy you found in a game.

How did a whole studio miss it… and how did you find it?

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Separate simulation from testing

and say which questions each one can answer.

02

Simulate a mechanic

with a Monte Carlo run, and read its average and its spread.

03

Pick the right test

functional, regression, usability, balance… and triage what it finds.

04

Run a fair playtest

with a question, a script, consent and notes that turn into fixes.

The route

Six stops

01

Simulation vs testing

Two ways to find out, and the design loop

02

Simulating balance

Monte Carlo, live, on Roll for Reward

03

Types of testing

QA, test types, triage, tools

04

Playtesting

Who, how, the golden rule, notes

05

Ethics & bias

Consent, inclusion, honest questions

06

Test lab

Simulate, change a rule, playtest, triage

Recap · you've already done this

You have been testing all along

Week 2

You measured flow with a questionnaire, predicted results, and compared groups.

Week 3

Roll for Reward's scores were checked by simulating 40,000 games per round before you ever played it.

Week 6

Atoms combine into loops that emerge: behaviour you can't predict just by reading the rules.

Today

If you can't predict a system by reading it, you have to run it: with a model (simulation) or with people (testing). Usually both.

01

Simulation
vs testing

A model playing the game, or people playing it

Two ways to find out

Run the model, or run the game

SimulationTesting
What runsA model of the rules: a spreadsheet, a script, botsThe real build (or prototype), with people or test code
How oftenThousands or millions of times, in secondsA handful of sessions, in hours
AnswersWhat happens? Averages, spreads, edge cases, broken economiesDoes it work? Do people understand it? How does it feel?
Blind toFun, feel, confusion: anything the model leaves outRare events that need thousands of plays to appear

Simulation before you build it; testing once you have something to hold.

Why simulation matters

Rules you can't predict by reading

Systems

Interactions multiply

Five systems that each look fine can combine into one that doesn't. Emergence cuts both ways.

Balance

Randomness hides

A 5% crit, a 1-in-20 drop: ten playtests can't show you what happens over a season.

AI

Behaviour adapts

An AI that reacts to the player changes every run. You need many runs to see its range.

Therese's example: tune a racing game's AI difficulty curve by simulating thousands of AI laps and looking at the spread of lap times, not just the average. A rival who is fast on average but wildly inconsistent feels unfair.

Types of simulation

What designers simulate

Physics

Ragdolls, ballistics, vehicles: stable, believable, not exploitable.

bullet drop · car handling

AI behaviour

Pathfinding, NPC routines, directors that pace the action.

Left 4 Dead's AI Director

Economy

Resources in and out over time: inflation, scarcity, grinding.

strategy and management games

Player models

Bots of different skill playing the game to predict outcomes.

difficulty curves · win rates

Emergent systems

Ecosystems, crowds, procedural worlds: stress them to find the edges.

The Sims · No Man's Sky

Each one connects back to a core loop and to how the player feels.

GDnD wiki · Economy Simulation with Queues
Prototype Simulate Test Evaluate Refine Re-test one question per loop
Integration with the design cycle

Testing isn't the last stage

Therese's loop: prototype → simulate → test → evaluate → refine → re-test. It runs from paper prototype to launch, and beyond.

Bond's version: analysis → design → implementation → testing, repeated. Each loop answers one clear question.

"Game design is 1% inspiration and 99% iteration." Chris Swain, quoted by Bond

GDnD wiki · Prototyping
02

Simulating
balance

Play the game ten thousand times before lunch

Monte Carlo simulation

Roll it ten thousand times

  1. List the random events in the mechanic
  2. Generate them: =RANDBETWEEN(1,6), =RAND()
  3. Work out the result of one game with =IF()
  4. Repeat for thousands of rows
  5. Summarise: AVERAGE, STDEV, MIN, MAX, COUNTIF
D&D 5e advantage

Roll 2d20, keep the higher. Simulated: worth about +3.3 on average, roughly the old +3 bonus.

A "super attack" after 4 hits in a row

To get ~10 per 100 attacks needs a 57.5% hit rate, and individual rounds still range from 0 to 29.

GDnD wiki · Probability for Designers
Live · Roll for Reward, Round 3 (Week 3 rules)

When should you bank?

Bank when the pot reaches 12
Predict first: does banking raise the average? Then press Play.
■ Never bank: mean – · spread (SD) –
■ Bank at 12: mean – · spread (SD) –
What simulation can't tell you

A model only knows what you told it

Simulation is good at
  • Averages, spreads, extremes
  • Dominant strategies and runaway economies
  • Progression and XP curves for players of different skill
  • Rare events: the 1-in-1,000 soft-lock
Simulation can't see
  • Whether it's fun
  • Whether players understand the rule
  • What players actually do (bots play the way you coded them)
  • Anything you left out of the model

In Week 3, banking barely changed the score. Players still argued about it for ten minutes. That is what a playtest finds.

GDnD wiki · Game Balance
Pair · 90 seconds

Take a mechanic from your Week 3 or Week 4 design.

One question for a simulation

What number, rate or spread would you want to know before building it?

One question only a player can answer

About understanding, feeling or choice.

1:30
03

Types of
testing

Does it work? Does it still work? Can people use it?

Keith: "most QA is just QC"

Different questions, different tests

TestAsksTypically
SmokeDoes the new build start and reach the main loop?Every build, minutes, before anyone else gets it
FunctionalDoes each feature do what its spec says?Per feature, against acceptance criteria
RegressionDid the fix break something that worked?After every change; automate it
ExploratoryCan a skilled tester break it?Unscripted, by experienced QA
Compatibility & performanceDoes it run on every target device, at frame rate?Hardware labs, profilers
Usability & accessibilityCan players learn and use it, whatever their needs?Observed sessions, guidelines checks
BalanceIs any strategy dominant? Is it fair?Simulation, expert play, public test servers
GDnD wiki · QA and Bug Triage
Bug triage

How bad, and how urgent?

Two separate judgements

Severity: how bad it is when it happens. Critical → high → medium → low.

Priority: how soon to act. P1 now → P4 after launch.

BugSeverityPriority
Crash on the main menuCriticalP1
Crash in a debug-only sceneCriticalP3
Logo wrong; press copies go out tomorrowLowP1
Big bug in a feature cut from this releaseHighP4

You'll triage your playtest notes the same way in Part D.

Tools and industry practice

Let the machine do the boring runs

Unity Test Framework

Edit Mode and Play Mode tests in C#.

unit + in-game checks

Unreal Automation

Automation tests run from the Session Frontend or the command line.

functional + smoke

Automated regression

Every build runs the test suite before anyone plays it.

continuous integration

Spreadsheets

Weapon tables, XP curves, drop rates, Monte Carlo.

Sheets · Excel

Remote playtests

Recorded sessions with target players, at a distance.

PlaytestCloud (mobile)

A/B tests

Two versions to two groups; compare what they do.

Firebase Remote Config
04

Playtesting

Don't tell. Watch.

Closing the gap

What you designed vs what they played

Intended experience

What's in your head and your design doc: the rules, the feeling, the "obvious" solution.

Actual experience

What a player does and feels with only the game in front of them. MDA's gap, in Week 2's terms.

Investigator

Runs the session: script, setup, notes. Ideally not the designer, who sees what they hope to see.

Playtester

Plays. Doesn't know your hypothesis. Their confusion is data.

GDnD wiki · Playtesting
You Friends Acquaintances,other designers Internet & public
Bond · who to test with

Move outwards as it matures

You find the obvious. Friends are kind and fast. Acquaintances and target players give the truest picture. The public is wide, noisy and permanent.

Tissue playtesters

Someone who has never seen it. Use them once, for first impressions, tutorials and surprises. Plan who sees what, and when.

How many? Nielsen's rule of thumb from usability work: five users find most of the problems. Test small and often.

Playtesting methods

Six ways to ask

Silent observation

Watch what they do, where they look, where they stall.

best for: confusion, flow breaks

Think-aloud

They say what they're thinking as they play.

best for: rules, mental models

Survey

Likert scales after play: compare across sessions.

best for: trends, fairness, fun

Interview

Short, open questions straight after the session.

best for: why, memorable moments

A/B test

Two versions, two groups, one difference.

best for: choosing between options

Wizard of Oz

A hidden human plays the "system" before it's built.

best for: AI, dialogue, matchmaking
The golden rule

Don't explain. Don't defend.
Their confusion is the data.

✗ "Oh, you're meant to bank there, it's safer."

✓ "What are you trying to do right now?"

Running a playtest

Before, during, after

Before
  • One question you want answered
  • A script: what you'll say, how you'll answer questions
  • Consent, setup, notes sheet
During
  • Silence. Watch hands, eyes, face
  • Timestamped notes: confusion, frustration, delight
  • Write what they did, verbatim
After
  • Survey, then a short interview
  • Separate symptom from cause
  • Prioritise by how many testers hit it

Players are good at diagnosing symptoms, poor at prescribing solutions. Collect the first; design the second.

Bond's playtest notes · one row per observation

Write it down before you explain it away

#WhereVerbatim (what they did or said)Underlying issueSeverityProposed fix
1R5 turn 2Paid 2 ducks to cancel a bust on a pot of 3Insurance cost not weighed against potMediumShow "pot at risk" on the sheet
2R5 turn 4"Wait, can I insure the bank too?"Rule unclearHighOne-line rule: pot only
3R5 endLaughed when another player insured a 1-point potA funny, social momentAs designedKeep

Severity: High · Medium · Low · As designed · Fact of life (can't be changed). Verbatim first; interpretation second.

Quantitative vs qualitative

Numbers say what; words say why

Quantitative · measurable

Completion time, success rate, deaths per level, Likert scores, how many testers banked on turn 1.

Qualitative · descriptive

Frustrations, enjoyment, quotes, what they tried, what they expected to happen.

Together: "4 of 5 testers failed the first wall jump" (what) + "I didn't know I could climb that" (why) → the fix is a signifier on the wall, not easier timing.

Next week: the same idea at the scale of thousands of players, with telemetry and analytics.

GDnD wiki · Telemetry
Industry examples

Three games, three kinds of test

Overwatch

Balance in public

Hero changes go to a Public Test Region first, where players try them before they reach the live game.

Left 4 Dead

An AI you have to run

The AI Director changes spawns and items to the team's state. Fair-feeling tension only shows across many runs.

No Man's Sky

Too big to play

About 18 quintillion planets. No team can visit them; procedural systems need sampling and automated checks.

Which one leans on players, which on simulation, which on automation?

GDnD wiki · AI Experience Management
05

Ethics
& bias

Testers are people. Data can lie.

Ethical playtesting

Protect the people who test for you

Informed consent

What you'll record, why, and that they can stop at any time without giving a reason.

Privacy

Player IDs, not names (as in Week 2). Store notes safely; delete what you don't need.

Inclusion

Recruit beyond your friends: different abilities, experience and backgrounds.

Care

Warn about flashing lights, horror or motion sickness. Under-18s need extra safeguards.

Class playtests are for design feedback. If you want to use testers' data in a dissertation or publish it, that is research, and it needs approval through the university's ethics process first.

GDnD wiki · Accessibility and Localisation
Avoiding biased tests

Ask so the answer can surprise you

"Didn't you love the insurance rule?"

→

"Tell me about the insurance rule."

"Was it too hard?"

→

"The difficulty felt fair. 1 = disagree … 5 = agree"

Testing only with your own team, once

→

New testers each round; several small rounds

Keeping the quotes that agree with you

→

Count every observation; let a teammate interpret

Take away

Five things to remember

Simulation runs the model; testing runs the game. You need both, early and often.

Read the spread, not just the average. Monte Carlo shows how a random system will feel.

Match the test to the question, and triage by severity and priority separately.

Don't explain, don't defend. One question, a script, verbatim notes, symptoms before causes.

Consent, inclusion, honest questions. Testers are people, and data can lie.

06

Test lab

Simulate it, change it, test it, triage it

Part A · on your own at tables · 10 minutes

Simulate by hand, then by machine

  1. Odd-numbered seats never bank. Even-numbered seats bank at 12.
  2. Play three solo games of Round 3 (Week 3 rules, 6 turns each).
  3. Write your three scores on the sheet, then call them out.
  4. Compare the room with 10,000 simulated games.

Kit per table: two d6 (main + modifier), a d8 or d6 + 2, duck tokens.

–

–

Simulation (10,000 games): –

Part B · groups of 4 · 10 minutes

Design Round 5: one rule change

1 · The rule

Change or add one rule to Round 3. Write it in one sentence another group can follow.

2 · The question

What do you want to learn? About feeling, choice or understanding, not just score.

3 · The prediction

What do you expect testers to do and feel? What would prove you wrong?

Ideas: a second pot · a duck you can spend · banking that costs a duck · a "double or nothing" roll · a shared pot with the player to your left.

Worked example · Parts B and C

Round 5: Insurance

RuleOnce per round, before you roll, you may pay 2 ducks to insure your pot: if you bust, you keep it.
QuestionDoes insurance make players push their luck more, and does it feel like a smart choice or a tax?
PredictionMost players insure big pots late, then keep rolling. Some will feel ducks are "too precious".
Wrong if…Nobody insures, or everyone insures on turn 1.
Investigator script
"Thanks for testing. We're testing the game, not you. We'll take notes and a short survey, no names. You can stop at any time. We can't answer rule questions while you play: if you're stuck, tell us what you're trying to do."
If asked a rule question: "What do you think it means?"
Part C · swap tables · 15 minutes

Playtest another group's Round 5

Investigator · 1

Reads the script and the rule. Then silence. Only "What are you trying to do?"

Note-taker · 1

One row per observation: where, verbatim, issue, severity. Interpretation later.

Playtesters · 2–3

From the other group. Play one round of Round 5, then fill in the survey.

Then swap, so every group's rule gets tested. Testers: the survey is five Likert questions and one open one.

15:00
Part D · back in your group · 10 minutes

Triage, then report in one minute

  1. Count: which observations came up most often?
  2. Symptom → cause for your top three
  3. Severity and priority for each
  4. Was your prediction right? What would you simulate next?
One-minute report

"We asked …. We saw …. The cause was …. Next we'll …."

Exit ticket

“In my project I'd simulate …, but only a player could tell me ….”

One sentence each, on the back of the playtest pack.

References

Bond, J. G. (2022) Introduction to Game Design, Prototyping, and Development. 3rd edn. Boston: Addison-Wesley.

Keith, C. (2020) Agile Game Development: Build, Play, Repeat. 2nd edn. Boston: Addison-Wesley.

Metropolis, N. and Ulam, S. (1949) 'The Monte Carlo method', Journal of the American Statistical Association, 44(247), pp. 335–341.

Nielsen, J. (2000) 'Why you only need to test with 5 users', Nielsen Norman Group.

Schell, J. (2019) The Art of Game Design: A Book of Lenses. 3rd edn. Boca Raton: CRC Press.

Sellers, M. (2018) Advanced Game Design: A Systems Approach. Boston: Addison-Wesley.