Suggestion: New Requirements for "Completed Game" section

Tsukihime

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That can be the hard part, having incentive for the tester...
How about store credits?


Do enough work, get free resources from the store.


This applies to more than just providing FREE TESTING SERVICES for games.
 
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Mouser

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100% against the idea, both on general principle and on implementation specifics:

1) How do you verify that three people have actually tested the game? It's easy enough for me to imagine somebody getting three friends to say 'yeah, I played it - worked for me.'

2) Playtesting a game is _hard work_. I'm not about to commit to playtest any games in the completed games section, because frankly, I'm putting all that time into testing and writing my own. I doubt I'm the only person here with that mindset. I don't mind giving a quick look-see or providing feedback on design ideas or things like that, but playing a game start to finish? That's a tall order.

3) Ten people can play a game and it works fine, and to the eleventh it's unplayable or unfinished or whatever because that player didn't 'think' the way the game designer and first ten players did. Think I'm joking? One of the first places I got feedback for my project was from a forum for a game of another genre entirely. A couple posters ran through my game and to them it was completely FUBAR'd because they approached the game from an entirely different POV than I had anticipated. It was great and much needed feedback, btw :)

What we have now works. If you play a game and to you it seems unfinished, post your concerns. If it seems really bad, message a mod. A stream of negative posts should be enough to turn most people off from even trying the game, which puts pressure on the game's author to not let it get to that point.
 

Kes

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I agree with Mouser on this one. 
 

amerk

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Mouser has some excellent points. The issues he brings up with #2 and #3 will be what causes issue #1.

I'd say for every 10 games, I probably play about 2 or 3 from start to finish. Those 2 or 3 I do bother with, I play at my own pace, and it takes me about a month or two to finish. Not because the other 7 or 8 are bad, but because I'm not the target audience for those games, or I find I'm not invested in the story or game play. If everybody feels the same way, then good luck finding one person dedicated to play test your game, let alone 3 people. And the turnaround time for completing a test play will probably frustrate designers even more.

I've playtested games before, and it's a chore. And I felt obligated to stick with the game because I made a commitment to the developer to test their game, even if it's not my taste, or I'm busy with other things. No more. I'm more than willing to go to the developer if I come across bugs, suggestions, or feedback in my own playthrough, or once I finish the game at my own pace, but I will not be confined to playtesting because somebody is begging me to do it.

And I whole heartedly agree with issue 3. I've been around the RM scene for about 5 years now, and I've seen plenty of games that have bugged out for one person, but were fine for several others. A lot of times it was because the one player did something that was out of the norm (as Mouser indicated) that nobody else did. But often times it was also because of hardware. On Vista, a game I played always froze up or stalled; but it worked fine on XP. This was not an isolated occurence either, as I've heard issues like this for a variety of games. Likewise, user error plays a big part (compatability mode, running as Admin, etc), that trying to decide if a bug is because of the game or the player's own computer is too much.
 
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Bonkers

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100% against the idea, both on general principle and on implementation specifics:

1) How do you verify that three people have actually tested the game? It's easy enough for me to imagine somebody getting three friends to say 'yeah, I played it - worked for me.'

2) Playtesting a game is _hard work_. I'm not about to commit to playtest any games in the completed games section, because frankly, I'm putting all that time into testing and writing my own. I doubt I'm the only person here with that mindset. I don't mind giving a quick look-see or providing feedback on design ideas or things like that, but playing a game start to finish? That's a tall order.

3) Ten people can play a game and it works fine, and to the eleventh it's unplayable or unfinished or whatever because that player didn't 'think' the way the game designer and first ten players did. Think I'm joking? One of the first places I got feedback for my project was from a forum for a game of another genre entirely. A couple posters ran through my game and to them it was completely FUBAR'd because they approached the game from an entirely different POV than I had anticipated. It was great and much needed feedback, btw :)

What we have now works. If you play a game and to you it seems unfinished, post your concerns. If it seems really bad, message a mod. A stream of negative posts should be enough to turn most people off from even trying the game, which puts pressure on the game's author to not let it get to that point.
I think with 1) I may be a bit spoiled since I have a large group of people who are willing to test for me outside of this site.  So I can approach a co-worker and ask them to play the game and tell me what they think all same day.  It really isn't difficult to do with asking forum members either if I warn them in advance and let them know how much time is involved.

Getting 3 people for me, even before I had a full game was not that hard to do.  I didn't think in a community of people using the software and making a game it would be that hard to get people to actually play it before reaching the completed game section.

With 2) I haven't thought much on that since I am constantly there myself trying games and giving people feedback, or having pms sent to me to try people's games off the cuff.  For most of the games before development is complete it never seemed like that much work to me, and most people who come to have a game play tested usually provide a document of a speed walk through to me.  So any extra bugs, erroneous events I find on my own are a plus to them aside from completing the actual intended path.  

I understand what you mean though, but if I didn't stop to look into other people's methods I'd seriously lose some ground myself in trying to make my own. That is my perspective at least.  I value my time and the time of others, but I never see it as wasted investing that into game testing.

I do admit it can be tiresome at times, but I see non commercial work as a fun activity.  

With 3, that is exactly why I choose a low arbitrary number.  I'm not expecting perfection, just functioning as intended.  I believe I started out saying that bugs do happen and that wasn't the reason for this post.  I've caught bugs in finished games that have been out almost two years no others who vigorously play tested it and played it numerous times have not.  I do understand that happens.  It isn't the reasoning of what I am suggesting.

Yes it is great feedback, and that's what I am trying to touch on.  By that time in your game's development you had people play not as you intended.  It didn't take large group of testers to see that.  

Yes what we have works now, but it can be improved.  I'm not saying to grind what we have to halt so long as we consider a community driven effort for the "complete" section as a small restriction.  If you are in early concept and project development you have people, at least three, willing to look at your game and try it to give you the sort of feedback you mentioned in your third point.  

Unfortunately that last bit is what I am trying to avoid because it discourages people.  For a person who wants to make a complete game, that can kill motivation.  They do not understand the process to make a game as well as you do.  That is why I am against people starting in the completed game section who haven't gone through early concept, and project development first.

@Tsukhime I don't see that as a good idea personally.  Using that kind of money takes away from sales.  You'd be investing money in people randomly who will take to giving quick feedback to help themselves rather than actually providing what's needed.  People would abuse something like that.

@Amerk  I had not considered user error, but you are absolutely right as it has happened to me with someone on my alpha before.  Something like that though is easily resolved, and cannot be faulted to the game itself.  Again I may have a different perspective since I had multiple rigs on which I can test a game and often take to the laptop\keyboard if I don't have a proper feeling from the desktop/controller set up.
 
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Tsukihime

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@Tsukhime I don't see that as a good idea personally.  Using that kind of money takes away from sales.  You'd be investing money in people randomly who will take to giving quick feedback to help themselves rather than actually providing what's needed.  People would abuse something like that.
As it stands, it just seems like people help out of good-will.


What would be the incentive? Or I suppose each project could just offer some compensation themselves if they wanted to.


Another option is to require people to pay to have their game posted here. If they're willing to pay money, then you know they're serious. RMW would be considered a platform to allow people to advertise their work.
 
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mlogan

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If you play a game and to you it seems unfinished, post your concerns. If it seems really bad, message a mod. A stream of negative posts should be enough to turn most people off from even trying the game, which puts pressure on the game's author to not let it get to that point.
This pretty much sums up my feelings on it. While I completely 100% understand where you are coming from with this idea, some sort of system like this would get very complicated very quickly. Let the games speak for themselves.
 

Engr. Adiktuzmiko

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I agree with mouser... You might not notice how hard it can be since you have your own circle, but depending on the game, it can be really hard... Also, getting people to playtest might be easy... but finding people to really playtest it till the end is another case... especially if you need it "soon"
 

Tsukihime

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I agree with mouser... You might not notice how hard it can be since you have your own circle, but depending on the game, it can be really hard... Also, getting people to playtest might be easy... but finding people to really playtest it till the end is another case... especially if you need it "soon"
There's a classifieds section. Project recruitment as well.


Put up some incentive and I'm sure you'll get some people interested.


You get paid to play a game! How awesome is that.
 

ShinGamix

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I would be a tester for the forums. 
 

Engr. Adiktuzmiko

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You get paid to play a game! How awesome is that.
My vocabulary doesn't have a word for that... :)
 
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