Fix KQVI puzzle dependency chart QA issues: remove S17 undefined node, S19/S20 dead ends, add Pearl note
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src/design-process/playtesting-methodology.md
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# Playtesting Methodology
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## Why Adventure Games Need More Testing Than Any Other Genre
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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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---
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## Why Testing Matters More for Adventure Games
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Unlike action games where skill is the primary challenge, adventure games challenge **understanding**. When players get stuck, it's often because:
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- They didn't understand a clue
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- They missed an item
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- They formed an incorrect mental model
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- The solution violated their expectations
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Only playtesting reveals these gaps.
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---
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## Types of Playtests
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### Blind Playtest
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New players experience the game with no guidance.
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**What it reveals:** Where players naturally get stuck, what confuses them, what they try that doesn't work.
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### Focused Testing
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Testers target specific puzzles or sections.
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**What it reveals:** Whether specific puzzles work as intended.
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### Stress Testing
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Rapid, aggressive play — testers try to break the game.
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**What it reveals:** Edge cases, dead ends, sequence breaks.
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---
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## Identifying Stuck States
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### The "Dead Air" Signal
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When a player stops interacting for more than 10-15 seconds, they're likely stuck.
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**Design response:** This is where hint systems should trigger (see Hint System Design chapter).
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### The Wandering Signal
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When players repeatedly visit the same rooms without purpose, they lack direction.
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**Design response:** Sub-goals may be unclear.
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### The Frustration Signal
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When players express annoyance or start trying random actions, they've lost confidence.
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**Design response:** Failure feedback may be unclear or misleading.
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---
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## Iteration Patterns
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| Problem | Response |
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|---------|----------|
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| Players stuck on puzzle X | Add a hint, or add alternative path |
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| Players missing item Y | Add visual/audio cue, or move item |
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| Players forming wrong model | Add clarifying NPC dialogue |
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| Players bored | Remove padding, add stakes |
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---
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## Community Testing
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Modern indie developers use:
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- itch.io beta testers
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- Discord communities
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- Game jam feedback
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- Let's Play analysis
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Watch where players get stuck in videos. Where do they pause? Where do they ask questions?
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---
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## Source Material
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- [14 Deadly Sins](resources/criticism/14-deadly-sins-graphic-adventure-design-filfre.md) — "Testing is everything" quote
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- [Flaws of Point & Click Adventures](resources/criticism/flaws-undead-genre-point-click-adventures.md)
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---
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## Placeholder: Playtesting Protocol Template
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**To be written:** A downloadable/playable template for conducting adventure game playtests, including:
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- Observer checklist
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- Tester questionnaire
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- Stuck state identification guide
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- Iteration prioritization matrix
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