home/productivity/playtest-planning

Playtest Planning

GPTClaudeDeepSeek··788 copies·updated 2026-07-14
playtest-planning.prompt
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# Playtest Planning

**Workflow ID**: `_bmad/bmgd/gametest/playtest-plan`
**Version**: 1.0 (BMad v6)

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## Overview

Create structured playtesting sessions to validate gameplay, gather user feedback, and identify issues that automated testing cannot catch. Playtesting validates "feel" and player experience.

**Knowledge Base Reference**: `knowledge/playtesting.md`

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## Preflight Requirements

- ✅ Playable build available
- ✅ Test objectives defined
- ✅ Participant criteria known

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## Step 1: Define Playtest Objectives

### Questions to Answer

1. **What are we testing?**
   - Core gameplay loop
   - Specific feature
   - Difficulty curve
   - Tutorial effectiveness
   - Overall experience

2. **What decisions will this inform?**
   - Design changes
   - Difficulty tuning
   - Feature prioritization
   - Ship/no-ship decision

3. **What metrics will we collect?**
   - Completion rates
   - Time-on-task
   - Failure points
   - Player sentiment

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## Step 2: Choose Playtest Type

### Internal Playtest

**Best for**: Early validation, bug finding, quick iterations

| Aspect       | Details                   |
| ------------ | ------------------------- |
| Participants | Team members, other teams |
| Duration     | 30-60 minutes             |
| Frequency    | Weekly or per-milestone   |
| Setup        | Minimal, informal         |

### External Playtest

**Best for**: Unbiased feedback, market validation

| Aspect       | Details                           |
| ------------ | --------------------------------- |
| Participants | Target audience, external testers |
| Duration     | 1-2 hours                         |
| Frequency    | Monthly or milestone              |
| Setup        | Formal, NDA if needed             |

### Focused Playtest

**Best for**: Specific feature validation

| Aspect       | Details                      |
| ------------ | ---------------------------- |
| Participants | Selected for specific traits |
| Duration     | 20-45 minutes                |
| Frequency    | As needed                    |
| Setup        | Specific build/scenario      |

---

## Step 3: Create Session Structure

### Pre-Session (10-15 min)

1. **Welcome & Context**
   - Brief game description (no spoilers)
   - Session goals (what we're testing)
   - Comfort check (breaks, questions)

2. **Consent & Setup**
   - Recording consent (if applicable)
   - Controller/input preferences
   - Any accessibility needs

3. **Instructions**
   - "Play as you normally would"
   - "Think aloud if comfortable"
   - "There are no wrong answers"

### Gameplay Session (30-90 min)

1. **Observation Focus Areas**
   - Where do players get stuck?
   - What do they try first?
   - What surprises them?
   - Where do they express frustration/joy?

2. **Note-Taking Template**

   ```
   [TIME] [LOCATION] [OBSERVATION] [PLAYER REACTION]
   0:05   Tutorial    Skipped help text    Seemed impatient
   0:12   Combat      Died to first enemy  Frustrated, retried
   ```

3. **Intervention Rules**
   - Let players struggle (within reason)
   - Note when you want to help
   - Only intervene for:
     - Critical bugs
     - Genuine distress
     - Session time running out

### Post-Session (10-20 min)

1. **Immediate Reactions**
   - "What was your overall impression?"
   - "What stood out most?"
   - "Would you play again?"

2. **Specific Questions**
   - Feature-specific feedback
   - Difficulty perception
   - Clarity of objectives

3. **Open Feedback**
   - "Anything else?"
   - "Questions for us?"

---

## Step 4: Create Observation Guide

### What to Watch For

| Category    | Signals                               | Record             |
| ----------- | ------------------------------------- | ------------------ |
| Confusion   | Pausing, wandering, repeating actions | Location, duration |
| Frustration | Sighing, repeated failures, quitting  | Cause, frequency   |
| Engagement  | Leaning in, exclaiming, continuing    | Features that work |
| Boredom     | Checking phone, disengaging           | Drop-off points    |

### Quantitative Metrics

- Time to complete tutorial
- Deaths per section
- Items/features discovered
- Session duration
- Completion rate

---

## Step 5: Generate Playtest Plan Document

### Document Structure

when to use it

Community prompt sourced from the open-source GitHub repo jodykwong/Prompt-Enhancement (MIT). A "Playtest Planning" style prompt — adapt the placeholders and specifics to your task. Imported as-is and not independently retested here, so check the output before relying on it.

tags

productivitycommunitydeveloper

source

jodykwong/Prompt-Enhancement · MIT