In the ideal world, you’d be able to repeatedly tap into a strong and consistent flow of players that represent your target audience and have them engage with the entirety of your game in their natural environment. However, due to costs, time, and manpower required for “lab level” user testing, you’ll often have to make sacrifices in either the quality of the players or the extensiveness, robustness, or frequency of the tests.
Fortunately, we’re testing entertainment products, not life-saving drugs. Dependable results and useful feedback can be gathered in a variety of ways, some of them available for close to no costs (besides time).
Before you create your playtesting plan, you’ll need to acknowledge the advantages and ...