A Playtesting Primer

Given the previous benefits for doing usability playtesting, you might wonder why some studios, or more likely, the majority of studios, choose not to do it. There are quite a wide range of reasons for not doing usability testing, some easy to solve, others less so.

To a large extent, the above issues can be addressed through awareness and education, it's possible that the team just are not aware of what usability playtesting is and how it helps. They may think they know, but that thinking is incorrect. For this reason, I would consider awareness and education to be the most fundamental starting point in getting a team to do usability playtesting. If the team don't know what it does or how it'll help them, or if their current understanding is incorrect, then it's going to be very difficult to ever get them to do it. Luckily this can be overcome, usability testing and its benefits can be explained, however education by itself is not enough to get studios to do it.

Assuming studios are aware of usability testing and also understand its benefits to game design, there are two further barriers to entry:

There are quite a few barriers to entry then, which helps explain why if you consider all the games studios worldwide, the percentage of them which have dedicated (and qualified) staff for usability playtesting would be very low indeed. Correspondingly, the number of games released each year which have gone through formal usability playtesting is very low. The outcome of this situation is that the vast majority of games are released will many usability issues present. It's possible, even likely, than many of these usability issues will be small annoyances, possible for the player to overcome, however others may not be, and could ruin the player experience.