Social Moth
Roles: User Experience, QA Tester
I, with two partners, paired up with a team of developers from our program to help them run usability and quality assurance Testing on their game concept. They wanted to create Social Moth, a 2D platformer emphasizing a story that emotionally connects the player to the characters in the game and sympathizes with the struggles of social anxiety. Our team ended up running 2 sessions of 12 playtests. Over the course of our collaboration, we would analyze the data and feedback to ensure they were meeting their goals for the game while adhering to player experience heuristics. Over 16 weeks, we monitored their progress as they streamlined the story and gameplay, fixed game-breaking bugs, and eventually came out with a functional demo. The team went on to get picked up for an MFA Capstone project and launched on Steam!
Final Analysis
After each playtest, we would analyze the data and present it to our developers in a way that laid out exactly what happened, how the players acted/reacted, what heuristic applied to the situation, and recommended actions to fix where the game was weak or amplify where the game was strong.
Early on, our feedback leaned towards mechanical bugs of platforming as expected. As development progressed, since the subject matter of the game was social anxiety, a lot of our feedback shifted to how to strike the right emotional tone while remaining respectful of the topic.
One pain point of players concerned the binary dialogue options, it was obvious which answer was the "right" one. The game took a positive turn when the devs implemented the "turning point" moment. One issue of the game was that a skilled player could avoid talking to every NPC, but at the turning point, the character encounters an NPC who encourages them to talk to the NPCs scattered around the level. What we found was that both players who were forced into dialogue and players who skipped all interaction initially but purposefully talked to every NPC on the way back to the start formed an emotional connection to the characters. The writers were able to give about 7 NPCs distinct and enjoyable characteristics that struck true to the emotional core of the story!
Original Pitch Deck
Here's the original pitch deck we got from the devs. We had long discussions with Ben and Shon to map out exactly what they wanted to accomplish with the game, from start to finish, from mechanics to story. Nailing the emotional experience was important since this was such a small-scale game.
Testing Schedule
We sent this document out to our play testers beforehand to prepare for the session. My team and the dev monitored them as they played the game over Zoom. We would only speak to the play testers beforehand to solve any technical issues and afterward to ask them predetermined questions about their session. We would silently observe and take notes of their behavior as they played.