testing

If your game isn't fun, you have a bug

Last night at the Toronto IGDA meeting, I got in a bit of a chat with a few other guys about playtesting to determine how fun a game is. I was bringing up a lot of usability testing examples involving Microsoft’s Usability Labs, and their methods of gauging user reaction to products. (While never having been there, I have read about how they do things, and it’s very sensible.)

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