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Homework: due before class, Monday April 11

Goal: Create prototype 0 of your game. This prototype needs to be able to run, and should
allow at least minimal user interaction. During class you will startup your prototype but a
member from a different team, the player, will "try" to use it. You will not be allowed to
interfere by taking over mouse and keyboard. This exercise will serve as early evaluation
and will provide feedback regarding design assumptions. The player is allowed and
encouraged to comment on usability, engagement and education aspects of your game.

Don't spend too much time on having a complete game. Just make sure there is some
testable part of your game. Don't worry about incomplete artwork. The player will be
allowed to ask any question and you will be allowed to answer.  Just no ripping keyboards
out of hand and "just let me quickly …"

Make your prototype available in GORP: If you have an AgentSheets/Flash/Shockwave-
based game make sure to export it so that it will work in a Web page:
-      keep project in a folder (e.g., AgentSheets + Ristretto generated applet folder).
-      Folder must contain "index.html" file with reference to your applet/flash thingy
-      Zip up that folder into a file called "prototype0.zip"
-      In GORP edit your project and goto View/add attachments
-      Upload your  "prototype0.zip" file
-      Make SURE that you check the applet check box

Don't wait until Monday in class to find out that your applet is not working. TEST your
applet by launching it from the GORP page.

Before you spend time further developing your prototype make sure to upload your
current version to experience the upload + test cycle.

Notes for Playtesting

Playtesting is one of the most important activities in game development. You don't want to waste the time of your testers. Expect the unexpected. Keep an open mind. Things may not quite turn out the way you anticipated. Learn as much as possible from your experience. The best way to understand your results may be in a reflective mode AFTER the test. Try to record as much as possible. Have one member of your team take notes. Record if you can. Professional developers/testers will record audio and video of users.

Preparation

(Theme: you don't want to waste playtester time fumbling around... be ready to go with minimum startup delay)

Process

(Theme: your aim is to learn things that can help you improve your game, by seeing how it works in a realistic setting)

Reporting

(Theme: what are the specific design lessons from the playtest?)

For an industry view of playtesting, see http://www.gamasutra.com/features/production/070797/playtest.htm