Playtesting

To make the decision about whether to make a game or use a commercial off-the-shelf (COTS) game, a round of play testing must first take place. During a play test, one or more people play the game and discuss their learning experiences. During the play test, the testers should:
- note the strengths and weaknesses that they perceive within the game
- put themselves in the role of student and instructor
Even when the decision has been made to make a new game, one of the most powerful and useful exercises a game designer can engage in is play testing a prototype of their game.
If designing a game from scratch, you may not be able to play it on the computer immediately. Instead, the game mechanics that are ultimately included in the videogame can be play tested in a paper-based version using dice, cards or even a storyboard. The core mechanic, the fundamental interaction that the player has with the game, must also be considered at this time.
For example, in a rather simple game like Pac-Man, the gobbling of pills, escaping ghosts, and navigating a labyrinth are the three fundamental interactions that take place. At least one of these, gobbling pills, can be tested in a paper-based form using dice and tokens. If you have some programming experience (or know someone who does), a videogame prototype where one colored dot chases another could be programmed and play tested.
The idea is, whether making a new game or using an existing one,to try the game out first with a few people rather than doing it "live" with no feedback. The playtesting exercise commonly reveals crucial and evident flaws in the game, as well as providing invaluable feedback for the designer.