Improving gameplay with rapid iterative testing and evaluation
How do you transform a novel 3D word game from concept to compelling play? By watching players wrestle with prototypes, learn new rules, and discover moments of delight and frustration. This case study explores how I used rapid iterative testing (RITE) to evolve a 3-dimensional letter tile game from raw mechanics to refined ruleset.
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.
The challenge
OT&G had a novel task: developing a word game that breaks free from a 2-dimensional grid. The prototype let players construct words across 3 axes. The additional axis introduced both new opportunities and challenges for play. After refining the 3D printed physical tile design through preliminary internal playtesting, I needed to discover which rules would make the game both playable and engaging.
OT&G was developing a novel letter-tile based word game that allows for 3-dimensional play, constructing words across 3 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.
Finding the right rules
Using existing word games as a reference point, I grouped them into 4 distinct styles:
Builders: Free-form word creation focused on length and complexity.
Racers: Time-pressured competition.
Strategy: Balancing word creation with positioning and resource management.
Cooperatives: Team-based puzzle solving.
For each style, we crafted test rules focused on 3 key questions:
Do players face interesting decisions each turn?
Can players easily track their progress?
How does randomness affect decisions and enjoyment?
A sticky board of challenges prioritized in our voting session.
Converging through rapid testing
With groups of 3 players, I ran rapid test sessions—observing play, gathering feedback, revising rules, and immediately testing again. This quick iteration revealed which mechanics translated successfully to 3 dimensions and which faltered.
A photo from the session of a participant assembling letter tiles.
Insights into Play
Observing physical gameplay provided unique insights. Players' spatial reasoning, motor movements, and unmediated interactions revealed nuances in how they intuitively interact with the 3-dimensional tiles given different rulesets. Evaluated across all sessions, I assembled a clear picture of how players naturally engaged with the prototype game—insights that shaped our final ruleset recommendations.