soniCron
03-11-2006, 08:02 AM
Since Jeweltopia's development has already taken such an unorthodox approach, I figured I'd carry that on to the beta testing process. The first beta was pre-occupied with technical feats (does it run?, are there bugs?). The second beta solidified the core gameplay (is it fun?, do you enjoy it?). The upcoming third (and final) beta will resolve and focus on the presentational issues. The reason I chose to split the beta into three distinctly different versions was calculated and intentional; I wanted to filter user responses into increasingly valuable categories:
The first beta strongly relied on a mass audience for discovering technical errors -- the greater the number of testers, the more accurate the results.
The second beta utilized players who had been intrigued by the gameplay of the first beta -- only fans of the inital concept stuck with it, and thus their opinion became more valuable, since they have increased interest in the core mechanics.
The third and final beta will narrow the audience to the select few that truly enjoy the game, and as such, their opinion on the presentation is the most valuable. Since they are the core players/fans, their input on the presentation should prove to be the most insightful and useful. What a random passerby thinks of the presentation on the first iteration is unimportant, since they most likely will not play the game in the future.
It is well known that with the greater the number of iterations of betas, the fewer testers will respond. This is beneficial because it helps to weed out useless commentary ("Put in DRAGONS! With lasers from their eyes!") and it distills the audience into increasingly insightful positions, who's opinions are progressively more valuable.
There are certainly many reasons not to follow this approach. A largely disillusioned audience was the cause of such unfocused testing with the first beta, for example. This can lead to a great number of people that may not play the game in its final iteration, and thus may lose a few eyes and/or sales. (In retrospect, this would have been most successful if done with a privately controlled audience, with the post-presentational beta being tested publicly. Of course, I had no such audience to draw from, so that was not an option.)
However, I did not see this as a significant loss simply because fellow developers aren't my target audience. As always, with the good comes the bad. Nevertheless, I feel the benefits of such an approach to beta testing are vastly more valuable because it results in a more tuned and focused product.
This isn't the only way to beta test and focus your product, but I know it helped me weed out useless and unhelpful suggestions. When inundated with dozens of responses, it becomes increasingly difficult to judge the value of each opinion. By distilling the testers through this natural progression, I was able to achieve a greater signal to noise ratio than I would have if I had used a more traditional finish-everything-then-test beta testing procedure and I was able to more accurately hone the features of the beta to appeal more strongly to the most appreciative players. This, in turn, results in a more focused game that should prove to be more valuable to my target audience.
You can't please everyone, so please the ones you can the most.
What are your thoughts or insight to this type of testing? What beta testing methods do you employ?
The first beta strongly relied on a mass audience for discovering technical errors -- the greater the number of testers, the more accurate the results.
The second beta utilized players who had been intrigued by the gameplay of the first beta -- only fans of the inital concept stuck with it, and thus their opinion became more valuable, since they have increased interest in the core mechanics.
The third and final beta will narrow the audience to the select few that truly enjoy the game, and as such, their opinion on the presentation is the most valuable. Since they are the core players/fans, their input on the presentation should prove to be the most insightful and useful. What a random passerby thinks of the presentation on the first iteration is unimportant, since they most likely will not play the game in the future.
It is well known that with the greater the number of iterations of betas, the fewer testers will respond. This is beneficial because it helps to weed out useless commentary ("Put in DRAGONS! With lasers from their eyes!") and it distills the audience into increasingly insightful positions, who's opinions are progressively more valuable.
There are certainly many reasons not to follow this approach. A largely disillusioned audience was the cause of such unfocused testing with the first beta, for example. This can lead to a great number of people that may not play the game in its final iteration, and thus may lose a few eyes and/or sales. (In retrospect, this would have been most successful if done with a privately controlled audience, with the post-presentational beta being tested publicly. Of course, I had no such audience to draw from, so that was not an option.)
However, I did not see this as a significant loss simply because fellow developers aren't my target audience. As always, with the good comes the bad. Nevertheless, I feel the benefits of such an approach to beta testing are vastly more valuable because it results in a more tuned and focused product.
This isn't the only way to beta test and focus your product, but I know it helped me weed out useless and unhelpful suggestions. When inundated with dozens of responses, it becomes increasingly difficult to judge the value of each opinion. By distilling the testers through this natural progression, I was able to achieve a greater signal to noise ratio than I would have if I had used a more traditional finish-everything-then-test beta testing procedure and I was able to more accurately hone the features of the beta to appeal more strongly to the most appreciative players. This, in turn, results in a more focused game that should prove to be more valuable to my target audience.
You can't please everyone, so please the ones you can the most.
What are your thoughts or insight to this type of testing? What beta testing methods do you employ?