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Question 1 How often willyou, as the designer, test your game...

Question 1

How often will you, as the designer, test your game before it ships? (assume you are making a large scale, expensive game)


Once, for sure


A dozen times


100 times


hundreds to thousands of times



QUESTION 2

Pick the option that is the best objective test goal. 


Is the game fun?


How many shots does it take to kill a zombie in the first level?


Did the player feel that the controls were easy to use?


What strategies were employed to defeat the first level?



QUESTION 3

Which of the following test goals is a poor objective test goal?


How many times does the player have to jump over an obstacle to get over it?


How did the game make the player feel?


How fast did the player complete the last boss fight?


Is the recoil effect on the shotgun effective for making the gun hard to use?



QUESTION 4

Which of the following is NOT a good playtesting technique?


Keep playtesters talking.


Do not interfere with the test, or at least keep interference to a minimum.


Have a playtest goal for every test.


If the playtester gets stuck or has a problem, immediately help them out



QUESTION 5

What is a game prototype?


The first shipped version of a game.


The first game of its kind within a genre.


Quickly assembled subsets of a game, used to test specific functionality.



QUESTION 6

Game design is a fluid and ever-changing beast, with many methods. There are "absolute face" about game design, however. What is one of them? 


The more times you test and improve your design, the better your game will be.


The more in depth the story, the better the game.


Games that succeed are games that have realistic art.


Testing should always be done with a qualified group of professional game testers.



QUESTION 7

You have a rule that states "In order to drive a motorized vehicle, a person must be at least sixteen years old."

You have four cards on a table. Each card has a person's age on one side and what they drive/ride on the other. 

You need to choose which cards to flip over to test the rule. You must flip over the minimum number of cards in order to fully test the rule.

The four faces shown are: 

  • "Is 14 years old."  
  • "Is 30 years old." 
  • "Is driving a Tesla Model S." 
  • "Is riding a unicycle."

What cards should you flip over?


Flip over "Is 30 Years Old" and "Is Driving a Tesla Model S".


Flip over "Is 14 Years Old" and "Is Driving a Tesla Model S."


Flip over "Is Driving a Tesla Model S" and "Is Riding a Unicycle"


Flip over "Is 14 Years Old" and "Is 30 Years Old".


Flip over "Is 14 Years Old", "Is 30 Years Old", and "Is Driving a Tesla Model S"


Flip over only "Is 30 Years Old".


You must flip over all four cards.


Flip over only "Is 14 Years Old".



QUESTION 8

Which of the following is the best test goal?


How is the combat system?


How does the player feel when they finish the game?


Did the inaccuracy and short range on the submachine gun make it hard to use effectively?



QUESTION 9

What is one of the major pitfalls of game design, and something all designers should avoid?


Business managers, as they will force you to release a game that is not done.


Confirmation bias.


Taking risks by 'pushing the envelope' beyond what has already been done and proven to be effective.


Design suggestions made by players, or potential players.



QUESTION 10

What is A/B testing?


A test that splits playtesters into two groups, each testing a different version of the game.


An English language test, to be sure text in games is readable.


A test that produces a right or wrong result.


This is not a valid testing method.

Answer & Explanation
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