-
About a year into the development of Portal,
-
playtesters kept giving
Valve very similar feedback.
-
Something along the lines of "that was a great
tutorial, I can't wait to play the actual game".
-
*VCR Pause Sound Effect*
-
Uh. Slight problem. That was the actual game.
-
Despite playing through 14 or so
hand-crafted puzzles, players were
-
clearly missing some vital element that would
tell them this was, indeed, a video game.
-
And so after a lot of discussion, Valve
decided that the game needed an antagonist:
-
someone to push back against the player,
-
to provide motivation to keep moving,
and to put these puzzles into context:
-
this was all training in order to defeat a boss.
-
The end result was, of course, GLaDOS:
-
a loopy AI overlord with a
biting, passive-aggressive wit.
-
She teases you, taunts you, tricks you.
-
And the whole game leads up to a climactic
one-on-one showdown in her central chamber.
-
GLaDOS: "Well, you found me.
Congratulations. Was it worth it?
-
Because despite your violent behaviour, the only
thing you've managed to break so far is my heart."
-
Thanks to sharp writing and killer voice acting,
-
she has become one of the most iconic
video game villains of all time.
-
But, says Valve's Robin Walker, "her
genesis begins with a straightforward
-
process of us trying to solve the
core gameplay problem in Portal".
-
Now if you ask me, the fact that
GLaDOS may never have existed if
-
it wasn't for this feedback goes
to show the value of playtesting.
-
Not to be confused with quality
assurance - that's for rooting out bugs.
-
Or focus testing - that's for market research.
-
No: playtesting is simply watching
people play through a chunk of the game
-
- sometimes with a questionnaire
or interview at the end -
-
and then using what you see and hear
to drive changes in the game's design.
-
For example, if Valve sees that
players are routinely getting
-
themselves killed when trying
to redirect these energy balls
-
- perhaps they should make a change -
-
like having it so you can only place portals on
walls that are way above the player's height.
-
And so on Portal, this approach was used to
touch up almost every aspect of the game.
-
Valve used playtesting to make sure
the learning curve was perfect,
-
they used it to remove moments of frustration,
-
to make sure players noticed key objects,
-
to improve the pacing, to tweak the difficulty,
-
and to ensure the storyline was coherent.
-
Playtesting even led to the game's iconic visual
style, with those sterile white walls and floor.
-
Originally, the game featured
cluttered and grungy environments,
-
but playtesters found it hard to
identify the key puzzle elements.
-
In one test, a player spent half an hour trying to
-
push a shelf onto a button - while
completely ignoring a nearby box.
-
Kim Swift - one of the key developers
on the project - calls playtesting
-
"the most important thing that we
learned since coming to Valve".
-
You see, if you didn't know, Portal
started life as Narbacular Drop:
-
a student project made at
Digipen University in Washington.
-
hey were invited to show the game off at
Valve's headquarters and about halfway
-
through the demo, CEO Gabe Newell stopped the
presentation to offer the entire team a job.
-
Their goal was to remake the game in the source
engine, and within the Half-Life universe.
-
And to help, Valve introduced the small
student team to its game development process.
-
Here's how it works.
-
You start with a goal: perhaps, in this case,
-
to make a puzzle that is clearly
readable, and satisfying to solve.
-
You then take a stab at reaching that goal,
-
by designing something - in
this case, a test chamber.
-
Next, you evaluate whether your design
reached that goal by doing a playtest.
-
And if it doesn't meet the grade,
change the design and repeat.
-
Valve keeps going with this
iterative process until it
-
is "no longer excruciatingly painful to watch
the playtests", says developer David Speyrer.
-
GLaDOS: "Fantastic! You remained
resolute and resourceful in an
-
atmosphere of extreme pessimism."
-
Perhaps, given the subjects
of its most famous games,
-
its apt that Valve sees game development as
an engineering problem or a scientific study.
-
Valve's former in-house psychologist,
Mike Ambinder, says "we see our game
-
designs as hypotheses and our playtests as
experiments to validate these hypotheses".
-
Now, it should be said that playtesting
is by no means exclusive to Valve.
-
And indeed, every game developer sources
player feedback at some point in the process.
-
But the difference is that Valve is obsessed
with it, to an almost religious degree.
-
Ambinder calls playtesting "the most important
part of the game development process".
-
Newell calls it "our secret weapon".
-
And a designer who joined the studio in 2018 said
-
“I always heard that Valve does a lot of
playtesting before I came to work here,
-
and I was not prepared for the amount
of playtesting this company does".
-
Valve does playtesting early.
-
Swift and her team started running playtests of
Portal after just one week of starting to build
-
the game at Valve, even though they only
had one half-finished room to show people.
-
And then do it often.
-
Portal was playtested practically every week.
-
They'd do a playtest on Friday,
discuss the results on Monday,
-
apply the lessons the rest of the
week, and test again on Friday.
-
It sounds extreme.
-
But I think this devotion to playtesting
makes a lot more sense when you learn
-
about the disastrous development of
Valve's very first game, Half-Life.
-
About two months before
Half-Life was supposed to ship,
-
Valve realised that the game... well, sucked.
-
The developer said "you couldn't play the
game all the way through, none of the levels
-
tied together well, and there were serious
technical problems with most of the game.
-
As a whole the game just wasn't working."
-
The only real option on the table was to
scrap the whole thing and start from scratch.
-
But this time, they would do things
differently - which lead to two game
-
development philosophies that are
still present in the studio today.
-
One is the idea of the cabal: where
the staff is split up into tiny,
-
multi-disciplined teams who each take complete
ownership of a small chunk of the game.
-
But the other is frequent playtesting, from
the very earliest point of development.
-
This time, if the game sucked,
they wanted to know right away.
-
So, about three months into development of the
restarted Half-Life, they started playtesting.
-
They found random gamers in video game shops,
-
and contacted people who filled in those little
registration cards you got in old PC boxes.
-
They'd sit them down in front of
the game and just watch them play.
-
Each test would result in dozens
of things that needed to be fixed,
-
changed, added, or deleted from the game.
-
Like, after watching some playtesters break
every crate in a level, Valve realised it
-
probably needed to stuff some of those boxes
with goodies like ammo and health packs.
-
And this new process obviously worked: this
version of Half-Life was a huge success,
-
and is now seen as one of the most
important and influential games ever made.
-
And, as such, Valve would use playtesting
extensively in all of its future games.
-
On Half-Life 2, Valve planned to give out
the gravity gun towards the end of the game,
-
but players loved using it so much, the team
decided to make it available much sooner.
-
On Left 4 Dead, playtesters found it hard
to find teammates who were in trouble,
-
which led to the x-ray outlines
of your fellow survivors.
-
And on Portal 2, a paint type that
let you walk on walls was scrapped,
-
when it made multiple playtesters feel queasy.
-
The arrival of Steam allowed Valve
to go further - converting millions
-
of online players into post-launch playtesters.
-
When Steam's data showed that lots of
players were getting stuck in Episode One,
-
they released a patch to reduce the
difficulty of a tricky siege battle.
-
Plus, playtesting was instrumental
when exploring an all-new technology,
-
virtual reality, for Half-Life: Alyx.
-
For instance, Valve learned that a player's
tolerance for standing around watching people
-
talk was significantly lower in virtual
reality, so had to speed up the game's pace.
-
"Player behaviour helped us navigate VR
development," says Valve's Christine Phelan.
-
"You could almost think of the player as another
designer. There is barely a moment in the game
-
that wasn't improved by what playtesters told
us and showed us through their play behaviour".
-
So, from Half-Life 1 to Half-Life: Alyx,
playtesting has been an invaluable tool for Valve.
-
So I want to share some tips from the developers,
to show you how to playtest more effectively.
-
Though it should be stated: Valve
is not like other companies.
-
From its unorthodox organisational
structure to its near infinite resources,
-
there are very few companies on
Earth who can copy what Valve does.
-
And also: this approach may work best on super
linear, extremely hand-crafted story games
-
- and other techniques, like heat maps,
may work better for other types of game.
-
But, with those caveats out of the way,
-
perhaps their experience can still
provide some useful guidance.
-
So, tip number one is test early.
-
Valve says "playtesting is where we make
-
the vast majority of our most
important changes to our game.
-
So we try to do it as early as possible on
the project, to get the most value out of it."
-
When you identify a problem early
on, you have time to go back to
-
the drawing board and develop an
effective solution to the problem.
-
But do it too late, and sometimes the only way to
fix a problem is with a flimsy band-aid solution.
-
Like, uh, I dunno, having the characters just
tell you the solution to a crummy puzzle.
-
Valve may start testing within a few days of
prototyping a mechanic or designing a level.
-
Even if it looks hideously ugly, with programmer
art or bright orange textures on all the walls.
-
But this actually helps them avoid
wasting time on other aspects:
-
there's no point investing heavily
in art or audio if the game mechanic
-
is gonna be completely changed
- or cut from the game entirely.
-
Number two is test often.
-
Valve typically tests every single week,
-
to make sure that they are constantly
iterating on player feedback.
-
This also leads to a huge amount of data.
-
Each Half-Life 2 chapter had about
100 playtesters, for example.
-
And that mass of information can be invaluable.
-
By having a huge number of people look
at the game, Valve can look for common
-
trends in the feedback, and avoid tweaking
the game based on a few weird outliers.
-
And the more experience you have seeing
people interact with your designs,
-
the better you'll get at preempting
this feedback in the future.
-
Gabe Newell says "after you've watched a couple
hundred playtests, you start to develop a much
-
better sense of what are successful
and unsuccessful design strategies".
-
So, some famous lessons learnt
at Valve include "players don't
-
learn when stressed" and "players don't look up".
-
Number three is shut up and watch.
-
A playtest should try to simulate the
actual experience of playing the game.
-
Which means the observers need to stay
quiet for the duration of the test:
-
no hints, no guidance, no
answers to burning questions.
-
"Nothing is quite so humbling as being forced
to watch in silence as some poor playtester
-
stumbles around your level for 20 minutes,
unable to figure out the 'obvious' answer
-
that you now realise is completely arbitrary and
impossible to figure out", the studio has said.
-
Post-game interviews and
questionnaires can certainly happen
-
- those were instrumental in solving
the GLaDOS problem after all -
-
but you'll often learn more by watching
players than by talking to them.
-
Swift says "they may tell you later
that they like the game but you'll
-
really tell by their body language whether
or not they actually enjoyed themselves".
-
It's also a common game design trope that
-
playtesters like to offer potential
solutions to the problems they face
-
- but as they don't have insider
knowledge of your vision or constraints,
-
those solutions are usually better left ignored.
-
Number four is designers should run playtests.
-
Valve does not outsource testing to a special
department or leave it with a publisher:
-
playtesting is done by the people
who are actually responsible for the
-
design and execution of the
level or mechanic in question.
-
The cabal, from earlier.
-
This shows the developers
exactly what needs fixing,
-
and can give much-needed
motivation to improve the game.
-
And player behaviour might inspire new puzzle
solutions or ideas for the designers watching.
-
Like, in Half-Life Alyx, players would
instinctively cover their real-life mouth
-
to stop Alyx from coughing, and alerting
a gigantic blind zombie named Jeff.
-
So Valve turned covering your
mouth into an actual game mechanic.
-
Number five is get the right people.
-
Valve gets feedback from a huge
variety of different playtesters,
-
from fellow staff members to
little kids to pro gamers.
-
But its learned to always have a target
audience in mind when making changes.
-
Like, when Valve was figuring out how to
make a climactic boss fight against GLaDOS,
-
they initially got feedback
from hardcore FPS players,
-
who said the level needed more action,
more challenge, and more skill.
-
But that idea was a dud:
-
when facing this tricky boss
fight, says Erik Wolpaw,
-
"the vast majority of playtesters who
had gotten used to the slower-paced,
-
cerebral nature of Portal were just
frustrated, confused, and dissatisfied".
-
They still wanted to satisfy
those hardcore FPS players,
-
but did so through optional content, like
Portal's advanced chambers and challenge maps.
-
Number six is to challenge your assumptions.
-
Okay, so maybe the GLaDOS boss fight
didn't need to be a test of skill.
-
So, perhaps it needed to be the most
complex puzzle in the entire game?
-
Surely that would be a suitable climax.
-
But, here's the thing - playtesters
thought the game's mid-point escape,
-
that bit where you use a portal to
avoid falling into a pit of fire
-
- players thought that was
incredibly climactic and satisfying.
-
Even though it's basically
the easiest puzzle in Portal.
-
But Valve realised the time
pressure, the visual impact,
-
and the high drama all made it
way more exciting to players.
-
So maybe they were overthinking
the final boss, too.
-
"We've been holding on to this idea that
we need a complex puzzle at the end and
-
it simply wasn't true", says Swift, and so
they settled on a pretty simple sequence.
-
It's very easy for game designers to make
wonky assumptions about how players will act
-
- I recently made a whole video about
doing this in my own puzzle game.
-
I'll drop a link to that one in
the end screen of this video.
-
Perhaps the most important tip, though,
is that playtesting feedback is just data,
-
and it's up to the designer how that data
is interpreted, filtered, and applied.
-
For example, Half-Life 2 originally
had a very short introduction before
-
Gordon Freeman grabbed a gun and started shooting.
-
Playtesters loved it.
-
Who wouldn't be excited when
jumping into the action?
-
And so, given this good feedback, it would be
easy to keep the game exactly like that.
-
But, despite the positive sentiment, writer
Marc Laidlaw says Valve decided to keep working.
-
They thought it would be better to delay combat.
-
"We wanted you to witness the cops doing
something horrible, and feel like what you
-
were doing was a response to that - not that
you were just a killing machine," says Laidlaw.
-
And they thought it would lead to
a better emotional pay-off if you
-
had to wait a much longer time before
finally getting Gordon's iconic crowbar.
-
BARNEY: "Oh, and before I forget. I think
you dropped this back in Black Mesa.
-
Good luck out there, buddy."
-
Here's the thing: playtesting
is as useful as you make it.
-
If you just bend the game to the whims and
desires of every playtester who comes through,
-
you'll end up with a dumbed-down game,
or bland, design-by-committee sludge.
-
But if you go in with a clear goal.
-
A specific game you want to make, for a
specific audience you want to entertain.
-
And then use playtesting to validate
whether you are hitting that goal,
-
you can use feedback to unlock the
incredible game you are trying to make.
-
Oh, don't click off.
-
I've got one last Portal story
while the Patreon credits roll.
-
So, the invention of GlaDOS is actually not
the most dramatic change that Valve has made,
-
in response to player feedback.
-
During an internal game jam, held
shortly after the release of Portal 1,
-
a bunch of Valve developers came up with
an experimental puzzle game called F-Stop.
-
In this game, you use a camera
to take photos of objects.
-
Then, you can spawn that object elsewhere in the world
- perhaps at a completely different scale.
-
Gabe Newell loved the concept, and said it
should be developed as a follow-up to Portal
-
- meaning each game in the series would feature
-
a different piece of technology
developed at Aperture Science.
-
But, after nearly a year of development,
-
playtesters were very vocal in their feedback:
Portal without portals just didn't work.
-
And so Valve decided to scrap the game
and start Portal 2 all over again.
-
In recent years, we've been able to
see what F-Stop might have looked like,
-
as fans have used leaked assets and code
to make various recreations of the game.
-
But Valve never returned to the concept.
-
If you want to play something similar,
-
check out Superliminal, or wait for the
upcoming photography puzzler, Viewfinder.
-
Thanks for watching.