Improving gameplay with rapid iterative testing and evaluation

Applying the RITE methodology to evolve gameplay mechanics for a novel 3D word game, transforming player feedback into refined game rules.

Organization

OT&G Holdings, Inc.: tabletop game in development

Role

  • Rapid iterative testing and evaluation (RITE): study design, facilitation, and analysis.

  • Game design: Mechanic, rule, and system design.

  • Competitor analysis: Researching competing games in the space to learn from them and find a unique position.

  • Stakeholder coordination and workshop facilitation.

Challenge takes form

OT&G was developing a novel letter-tile based word game that allows for 3-dimensional play, constructing words across three possible axes for each tile. As opposed to existing tile games, Introducing a third dimension of tile construction yields both new approaches to play and new challenges that could detract from the experience. After iterative design and unstructured playtesting of our 3D-printed prototypes with the internal team to identify a suitable tile shape, we then set out to explore play modalities with structured rulesets using our chosen prototype tile.

Divergent exploration of play

With many 2-dimensional letter tile games in existence, there are just as many rulesets to reference and test in the context of our 3-dimensional gameplay. Our goal when exploring these rules: learn what translates, breaks, and excels in the context of 3-dimensional play. To reduce complexity for this project and ensure coverage of the wide variety of tile-based word games rules, we grouped existing word game play styles into a set of 4 categories:

  1. Builders: Players assemble words in a freeform manner, competing to create long or complex combinations of words.

  2. Racers: Players compete to make words against a timer or against one another.

  3. Strategy: Players balance the challenge of forming words with strategic elements (positioning, control, and resource management) to achieve victory.

  4. Cooperatives: Players work together on a common objective, like completing a series of challenges or solving a puzzle using the tiles.

For each of these categories, we prepared a set of rules and instructions for playing a game with the prototype tiles.

At this stage in development, we had many challenges to explore with the prototype game and limited resources to address them all. In a prioritization workshop to identify key challenges, we aligned on a smaller set of challenges to focus on during the tests:

  1. Do players have interesting decisions each turn?

  2. Will players quickly know their progress toward the objective?

  3. What is the impact of randomness on player decision-making and enjoyment?

A sticky board of challenges prioritized in our voting session.

Whenever possible, we wanted to rapidly iterate on the rulesets to adjust the rules of play to eliminate obvious issues arising from the just-completed session. In those cases, we would then run an additional session of the game to learn more.

Converging through rapid testing

Gathering enough participants for games of 3 players, I presented each participant with a ruleset, acquainted them with the tiles, and then observed play for the session. Based on observed behavior and postgame feedback, I then revised the ruleset and ran another game session with the new rules. 

A photo from the session of a participant assembling letter tiles.

After taking this approach for each of the 4 starting rulesets and analyzing the results as a team, we identified key challenges and successes with the 3-dimensional letter tiles and a better understanding of which of the 4 categories of play most successfully addressed the challenges we prioritized for the tests. From there, product owners could confidently make decisions about where to converge on key game fundamentals.

Discussion

As someone who works primarily in software user research, it was a delight to observe participants in person interacting with physical objects outside the sphere of human-computer interactions for a goal of play. The importance of embodied experience and interaction is made stark in this context: playing a tabletop game is a tactile experience requiring motor movements, spatial awareness, and interpersonal communication unmediated by technology. Observing a session of play was in itself immersive: so much behavior and expression is lost in remote sessions that can be witnessed and recorded in person. 

Looking away from the methodology to its application on games: for me, playing is what we live to do. Therefore, to observe play is a privilege. To facilitate play is an honor. To improve play is a responsibility. While the game discussed in this case study is still in development, it was a purpose-affirming experience to help make it better.

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