First 10 Playtesters: Level Design for Your Core Loop.
Stop Asking, Start Watching: Level Design Lessons from Your First Playtesters
Your game’s core loop is the engine that drives everything. It’s the satisfying sequence of actions that keeps players engaged. But a killer core loop on paper doesn’t always translate to fun in practice. How do you know if your level design is actually supporting your core loop? The answer lies in observing, not just listening to, your first 10 playtesters.
Why the First 10?
These initial playtesters are crucial because they approach your game with fresh eyes. They haven’t been influenced by your explanations or design documents. They’re going to experience your game, warts and all, exactly as a new player will. This raw, unfiltered experience is gold. Don’t waste it by immediately jumping to defend your design choices.
Creating the Right Playtesting Scenarios
Forget open-ended “just play the game” sessions. Be specific. Design targeted scenarios that isolate key parts of your core loop. For example, if your game involves collecting resources, crafting items, and using those items to overcome obstacles, design a level specifically focused on those three actions.
Start small. One room or area at a time. Focus intensely on whether players naturally gravitate towards the intended actions of the core loop within that confined space.
I made this mistake early on with my dungeon crawler. I gave playtesters a massive, sprawling dungeon with multiple paths and objectives. The result? Confused players wandering aimlessly, failing to engage with the core combat mechanics. I learned to compartmentalize. One room, one combat encounter, one specific objective. Then observe.
The Power of Observation: What to Look For
Forget asking “Did you enjoy it?” Focus on what players do, not what they say. Their actions speak louder than their words.
Look for these key indicators:
- Struggles: Where do players get stuck? What obstacles do they fail to overcome? Do they repeatedly try the same thing that doesn’t work? This highlights areas where the level design is unclear, frustrating, or poorly communicated.
- Successes: What actions do players perform smoothly and intuitively? Where do they experience genuine satisfaction or a sense of accomplishment? These are your level design’s strengths. Lean into them.
- Deviations: Do players find unintended solutions or bypass intended challenges? This could indicate a clever player exploit you can embrace, or a flaw in your design you need to address.
- Pacing: Is the level too slow? Too fast? Do players feel a sense of momentum and progress? Are there moments where they feel overwhelmed or bored? This is a tricky one, but watch closely.
Document everything. Video recording is essential. Take notes on specific timestamps. A simple spreadsheet can be a powerful tool for tracking common issues across multiple playtesters.
Level Design Iterations Based on Observation
Now comes the crucial part: using your observations to improve your level design. Here’s how to address the common issues you’ll uncover:
- Unclear Goals: If players are wandering aimlessly, you need to improve your signposting. Use visual cues, environmental storytelling, and subtle level design elements to guide them towards the intended objectives. A simple example: a path naturally lit by torches versus a path plunged in darkness.
- Frustrating Obstacles: If players are getting stuck on specific challenges, consider simplifying them, providing more clues, or offering alternative solutions. Don’t just make it easier, make it clearer. Did I, as a developer, underestimate the skill and intuitive understanding needed?
- Pacing Problems: Adjust the spacing of encounters, resource placement, and reward distribution. Too much downtime? Add more frequent encounters or opportunities for exploration. Too much intensity? Create safe zones or moments of respite. Think of it like music. Loud, soft, loud, soft. The contrast is important.
- Tutorial Implementation: Integrate tutorials seamlessly into the level design. Don’t interrupt the flow of gameplay with walls of text. Teach players through interaction and experimentation. A classic example: a locked door requiring a specific key, placed in plain sight but initially inaccessible.
Avoiding Common Mistakes
Here are some pitfalls to avoid when working with your first 10 playtesters:
- Explaining Too Much: Resist the urge to explain your design choices before the playtest. Let players experience the game naturally. Your goal is to observe their uninfluenced reaction. Save the explanations for after the playtest.
- Taking Feedback Personally: Don’t get defensive. Remember, you’re trying to improve your game, not defend your ego. All feedback is valuable, even if it’s presented in a harsh or unhelpful way.
- Ignoring Your Gut: While data is important, don’t discount your own intuition. If something feels off, investigate it. Your instincts, honed through countless hours of development, are often right.
- Changing Too Much Too Soon: Don’t make drastic changes after just one playtest. Look for patterns across multiple playtesters. Focus on addressing the most common and impactful issues first.
Case Study: Refining Resource Gathering
In an early version of my survival game, players were struggling to gather enough resources to craft basic tools. After watching several playtesters, I noticed they were completely missing a patch of vital plants hidden behind a rock formation.
My initial instinct was to simply increase the spawn rate of the plants. But instead, I adjusted the level design. I subtly widened the path leading to the rock formation and added a few visual cues, like a bird perched on the rock. The result? Players naturally gravitated towards the plants, and the resource gathering problem disappeared.
The lesson? Often, the solution isn’t to change the game mechanics but to change the level design to better guide players.
The Iterative Process
Remember, level design is an iterative process. Your first 10 playtesters are just the beginning. Use their feedback to refine your game, and then bring in more playtesters for another round of observation. Keep iterating until you have a core loop that is both engaging and intuitive. Good level design is invisible: players shouldn’t notice the design itself, just the seamless fun it facilitates.