# Playtest Planning **Workflow ID**: `_bmad/bmgd/gametest/playtest-plan` **Version**: 1.0 (BMad v6) --- ## Overview Create structured playtesting sessions to validate gameplay, gather user feedback, and identify issues that automated testing cannot catch. Playtesting validates "feel" and player experience. **Knowledge Base Reference**: `knowledge/playtesting.md` --- ## Preflight Requirements - ✅ Playable build available - ✅ Test objectives defined - ✅ Participant criteria known --- ## Step 1: Define Playtest Objectives ### Questions to Answer 1. **What are we testing?** - Core gameplay loop - Specific feature - Difficulty curve - Tutorial effectiveness - Overall experience 2. **What decisions will this inform?** - Design changes - Difficulty tuning - Feature prioritization - Ship/no-ship decision 3. **What metrics will we collect?** - Completion rates - Time-on-task - Failure points - Player sentiment --- ## Step 2: Choose Playtest Type ### Internal Playtest **Best for**: Early validation, bug finding, quick iterations | Aspect | Details | | ------------ | ------------------------- | | Participants | Team members, other teams | | Duration | 30-60 minutes | | Frequency | Weekly or per-milestone | | Setup | Minimal, informal | ### External Playtest **Best for**: Unbiased feedback, market validation | Aspect | Details | | ------------ | --------------------------------- | | Participants | Target audience, external testers | | Duration | 1-2 hours | | Frequency | Monthly or milestone | | Setup | Formal, NDA if needed | ### Focused Playtest **Best for**: Specific feature validation | Aspect | Details | | ------------ | ---------------------------- | | Participants | Selected for specific traits | | Duration | 20-45 minutes | | Frequency | As needed | | Setup | Specific build/scenario | --- ## Step 3: Create Session Structure ### Pre-Session (10-15 min) 1. **Welcome & Context** - Brief game description (no spoilers) - Session goals (what we're testing) - Comfort check (breaks, questions) 2. **Consent & Setup** - Recording consent (if applicable) - Controller/input preferences - Any accessibility needs 3. **Instructions** - "Play as you normally would" - "Think aloud if comfortable" - "There are no wrong answers" ### Gameplay Session (30-90 min) 1. **Observation Focus Areas** - Where do players get stuck? - What do they try first? - What surprises them? - Where do they express frustration/joy? 2. **Note-Taking Template** ``` [TIME] [LOCATION] [OBSERVATION] [PLAYER REACTION] 0:05 Tutorial Skipped help text Seemed impatient 0:12 Combat Died to first enemy Frustrated, retried ``` 3. **Intervention Rules** - Let players struggle (within reason) - Note when you want to help - Only intervene for: - Critical bugs - Genuine distress - Session time running out ### Post-Session (10-20 min) 1. **Immediate Reactions** - "What was your overall impression?" - "What stood out most?" - "Would you play again?" 2. **Specific Questions** - Feature-specific feedback - Difficulty perception - Clarity of objectives 3. **Open Feedback** - "Anything else?" - "Questions for us?" --- ## Step 4: Create Observation Guide ### What to Watch For | Category | Signals | Record | | ----------- | ------------------------------------- | ------------------ | | Confusion | Pausing, wandering, repeating actions | Location, duration | | Frustration | Sighing, repeated failures, quitting | Cause, frequency | | Engagement | Leaning in, exclaiming, continuing | Features that work | | Boredom | Checking phone, disengaging | Drop-off points | ### Quantitative Metrics - Time to complete tutorial - Deaths per section - Items/features discovered - Session duration - Completion rate --- ## Step 5: Generate Playtest Plan Document ### Document Structure ```markdown # Playtest Plan: {Build/Feature Name} ## Overview - Build version: {version} - Session date(s): {dates} - Objective: {primary goal} ## Participant Criteria - Target: {player type} - Experience: {gaming background} - Count: {number} ## Session Structure ### Pre-Session (15 min) - Welcome and consent - Setup and preferences - Brief instructions ### Gameplay (60 min) - Free play / guided tasks - Observation focus: {areas} - Intervention threshold: {criteria} ### Post-Session (15 min) - Immediate reactions - Structured questions - Open feedback ## Observation Guide {observation_template} ## Data Collection - Recording: {yes/no} - Notes template: {attached} - Metrics: {list} ## Team Roles - Facilitator: {name} - Note-taker: {name} - Technical support: {name} ## Post-Playtest Analysis - Session debrief: {date} - Report due: {date} - Action items review: {date} ``` --- ## Step 6: Post-Playtest Analysis ### Synthesize Findings 1. **Pattern Identification** - What issues appeared multiple times? - What worked consistently well? 2. **Severity Assessment** - Critical: Blocks progression - Major: Significantly impacts experience - Minor: Noticeable but manageable 3. **Recommendations** - Immediate fixes - Design considerations - Further investigation needed ### Report Template ```markdown ## Playtest Report: {Session} ### Summary - Participants: {count} - Completion rate: {%} - Overall sentiment: {positive/mixed/negative} ### Key Findings 1. {Finding with evidence} 2. {Finding with evidence} ### Recommendations | Issue | Severity | Recommendation | Priority | | ------- | -------- | -------------- | -------- | | {issue} | {sev} | {rec} | {P0-P3} | ### Quotes > "{Notable player quote}" - Participant {N} ### Next Steps 1. {action item} 2. {action item} ``` --- ## Deliverables 1. **Playtest Plan Document** - Session structure and logistics 2. **Observation Guide** - What to watch for 3. **Note-Taking Template** - Standardized recording 4. **Report Template** - Post-session analysis format --- ## Validation Refer to `checklist.md` for validation criteria.