ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment

Pratheep Kumar Paranthaman, Seth Cooper
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引用次数: 3

Abstract

Iterative playtesting of games is crucial, but remains a time consuming and ad-hoc process. In this work, we streamlined and systematized the playtesting process by adding support for crowdsourced, on-demand playtesting directly into a game development environment to test and evaluate platform games. Our system, called ARAPID (As Rapid As Possible Iterative Design), manages playtesting from a control panel in Unity and recruits players from Mechanical Turk. With this system, game designers can launch playtests and visualize results directly in the editor. To better understand and evaluate this approach, we ran three studies on two basic platform games. First, a game designer used ARAPID to playtest and rapidly iterate on the design of the games; we found the games were improved toward specific design goals. Second, we analyzed the impact of different forms of recruitment on playtesting speed; we found that pre-recruitment and over-recruitment of players can reduce the time needed to run playtests. Third, we analyzed the impact of players' familiarity with the game on the precision of playtest results; we found that whether or not players are allowed to replay the game can impact results.
ARAPID:将众包测试整合到游戏开发环境中
游戏的迭代测试至关重要,但这仍然是一个耗时且临时的过程。在这项工作中,我们通过在游戏开发环境中直接添加对众包和按需游戏测试的支持来简化和系统化游戏测试过程,从而测试和评估平台游戏。我们的系统叫做ARAPID (As Rapid As Possible Iterative Design),通过Unity的控制面板管理游戏测试,并从Mechanical Turk招募玩家。有了这个系统,游戏设计师可以直接在编辑器中启动游戏测试并可视化结果。为了更好地理解和评估这种方法,我们对两款基本平台游戏进行了三项研究。首先,游戏设计师使用ARAPID进行游戏测试并快速迭代游戏设计;我们发现游戏朝着特定的设计目标进行了改进。其次,我们分析了不同形式的招聘对游戏测试速度的影响;我们发现预先招募和过度招募玩家可以减少运行游戏测试所需的时间。第三,我们分析了玩家对游戏的熟悉程度对游戏测试结果准确性的影响;我们发现是否允许玩家重玩游戏会影响结果。
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