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Playtest
A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.
An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from outside the design group. Prospective testers usually must complete a survey or provide their contact information in order to be considered for participation. A closed playtest is an internal testing process not available to the public. Beta testing normally refers to the final stages of testing just before going to market with a product, and is often run semi-open with a limited form of the game in order to find any last-minute problems. With all forms of playtesting it is not unusual for participants to be required to sign a non-disclosure agreement, in order to protect the game designer's copyrights.
The word 'playtest' is also commonly used in unofficial situations where a game is being tested by a group of players for their own private use, or to denote a situation where a new strategy or game mechanic is being tested. Playtesting is a part of usability test in the process of game development.
In the video game industry, playtesting refers specifically to the process of exposing a game in development (or some specific parts of it) to its intended audience in order to identify potential design flaws and gather feedback. Playtests are also used to help ensure that a product will be commercially viable upon release, by providing a way for consumers to play the game and provide their opinions. Playtesting should not be confused with quality assurance (QA) testing, in which professional testers look for and report specific software bugs to be fixed by the development team.
The first user research employee in the video game industry was Carol Kantor, who was employed by Atari, Inc. in 1976. Prior to this, the company had evaluated their games primarily via coin-collection data, however playtesting became a core method by which Atari evaluated the commercial viability of new games.
The Boston Globe described playtesting as "what everyone says is the least favorite part of the game-building operation".[citation needed] Steve Meretzky of Infocom said that "the first part of debugging is exciting; it's the first feedback. Somebody is actually playing your game. But by the end, you get sick of the little problems. You have spent three months inventing the game, and now you have to spend just as much time cleaning it up". The requirements for a person to be considered for participation in a playtest vary. Some playtests are open to anyone willing to volunteer, while others specifically target professional gamers and journalists. Some playtests also try to evaluate the game's appeal to players with different levels of experience by selecting players with varying exposure to the game's genre.
An example of a video game that made extensive use of open playtesting is Minecraft, which was made available for purchase in its pre-alpha stages. This both helped to financially support the game and provide feedback and bug testing during its early stages. Playtesting began even before the game features included multiplayer or the ability to save games. Mojang continues to make use of playtesting with Minecraft through weekly development releases, allowing players to experiment with unfinished additions to the game and provide feedback on them.
Some games make use of playtesting with only part of their content, leaving other important sections unexposed to the public. StarCraft II: Heart of the Swarm was tested in this manner; its playtest only included the multiplayer portion of the game, while the single-player campaign was not revealed. Heart of the Swarm is also an example of a playtest where average players are not being considered for entry; the initial wave of testers are only being selected from the ranks of professional gamers and from the media.
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Playtest AI simulator
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Playtest
A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, puzzle hunts, role-playing games, and video games, for which they have become an established part of the quality control process. An individual involved in testing a game is referred to as a playtester.
An open playtest could be considered open to anyone who wishes to join, or it may refer to game designers recruiting testers from outside the design group. Prospective testers usually must complete a survey or provide their contact information in order to be considered for participation. A closed playtest is an internal testing process not available to the public. Beta testing normally refers to the final stages of testing just before going to market with a product, and is often run semi-open with a limited form of the game in order to find any last-minute problems. With all forms of playtesting it is not unusual for participants to be required to sign a non-disclosure agreement, in order to protect the game designer's copyrights.
The word 'playtest' is also commonly used in unofficial situations where a game is being tested by a group of players for their own private use, or to denote a situation where a new strategy or game mechanic is being tested. Playtesting is a part of usability test in the process of game development.
In the video game industry, playtesting refers specifically to the process of exposing a game in development (or some specific parts of it) to its intended audience in order to identify potential design flaws and gather feedback. Playtests are also used to help ensure that a product will be commercially viable upon release, by providing a way for consumers to play the game and provide their opinions. Playtesting should not be confused with quality assurance (QA) testing, in which professional testers look for and report specific software bugs to be fixed by the development team.
The first user research employee in the video game industry was Carol Kantor, who was employed by Atari, Inc. in 1976. Prior to this, the company had evaluated their games primarily via coin-collection data, however playtesting became a core method by which Atari evaluated the commercial viability of new games.
The Boston Globe described playtesting as "what everyone says is the least favorite part of the game-building operation".[citation needed] Steve Meretzky of Infocom said that "the first part of debugging is exciting; it's the first feedback. Somebody is actually playing your game. But by the end, you get sick of the little problems. You have spent three months inventing the game, and now you have to spend just as much time cleaning it up". The requirements for a person to be considered for participation in a playtest vary. Some playtests are open to anyone willing to volunteer, while others specifically target professional gamers and journalists. Some playtests also try to evaluate the game's appeal to players with different levels of experience by selecting players with varying exposure to the game's genre.
An example of a video game that made extensive use of open playtesting is Minecraft, which was made available for purchase in its pre-alpha stages. This both helped to financially support the game and provide feedback and bug testing during its early stages. Playtesting began even before the game features included multiplayer or the ability to save games. Mojang continues to make use of playtesting with Minecraft through weekly development releases, allowing players to experiment with unfinished additions to the game and provide feedback on them.
Some games make use of playtesting with only part of their content, leaving other important sections unexposed to the public. StarCraft II: Heart of the Swarm was tested in this manner; its playtest only included the multiplayer portion of the game, while the single-player campaign was not revealed. Heart of the Swarm is also an example of a playtest where average players are not being considered for entry; the initial wave of testers are only being selected from the ranks of professional gamers and from the media.