Fix KQVI puzzle dependency chart QA issues: remove S17 undefined node, S19/S20 dead ends, add Pearl note

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2026-03-19 19:06:10 -07:00
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# Playtesting Methodology
## Why Adventure Games Need More Testing Than Any Other Genre
Jimmy Maher wrote: "Testing is vital to any other form of game, but with adventures it can mean *everything*. A terrible adventure can become a great one following just a few weeks of testing."
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## Why Testing Matters More for Adventure Games
Unlike action games where skill is the primary challenge, adventure games challenge **understanding**. When players get stuck, it's often because:
- They didn't understand a clue
- They missed an item
- They formed an incorrect mental model
- The solution violated their expectations
Only playtesting reveals these gaps.
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## Types of Playtests
### Blind Playtest
New players experience the game with no guidance.
**What it reveals:** Where players naturally get stuck, what confuses them, what they try that doesn't work.
### Focused Testing
Testers target specific puzzles or sections.
**What it reveals:** Whether specific puzzles work as intended.
### Stress Testing
Rapid, aggressive play — testers try to break the game.
**What it reveals:** Edge cases, dead ends, sequence breaks.
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## Identifying Stuck States
### The "Dead Air" Signal
When a player stops interacting for more than 10-15 seconds, they're likely stuck.
**Design response:** This is where hint systems should trigger (see Hint System Design chapter).
### The Wandering Signal
When players repeatedly visit the same rooms without purpose, they lack direction.
**Design response:** Sub-goals may be unclear.
### The Frustration Signal
When players express annoyance or start trying random actions, they've lost confidence.
**Design response:** Failure feedback may be unclear or misleading.
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## Iteration Patterns
| Problem | Response |
|---------|----------|
| Players stuck on puzzle X | Add a hint, or add alternative path |
| Players missing item Y | Add visual/audio cue, or move item |
| Players forming wrong model | Add clarifying NPC dialogue |
| Players bored | Remove padding, add stakes |
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## Community Testing
Modern indie developers use:
- itch.io beta testers
- Discord communities
- Game jam feedback
- Let's Play analysis
Watch where players get stuck in videos. Where do they pause? Where do they ask questions?
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## Source Material
- [14 Deadly Sins](resources/criticism/14-deadly-sins-graphic-adventure-design-filfre.md) — "Testing is everything" quote
- [Flaws of Point & Click Adventures](resources/criticism/flaws-undead-genre-point-click-adventures.md)
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## Placeholder: Playtesting Protocol Template
**To be written:** A downloadable/playable template for conducting adventure game playtests, including:
- Observer checklist
- Tester questionnaire
- Stuck state identification guide
- Iteration prioritization matrix