In the
video game industry, playtesting refers specifically to the process of exposing a game in development (or some specific parts of it) to its intended audience in order to identify potential design flaws and gather feedback. Playtests are also used to help ensure that a product will be commercially viable upon release, by providing a way for consumers to play the game and provide their opinions. Playtesting should not be confused with
quality assurance (QA) testing, in which professional testers look for and report specific software bugs to be fixed by the development team. The first
user research employee in the video game industry was Carol Kantor, who was employed by
Atari, Inc. in 1976. Prior to this, the company had evaluated their games primarily via coin-collection data, however
playtesting became a core method by which Atari evaluated the commercial viability of new games.
The Boston Globe described playtesting as "what everyone says is the least favorite part of the game-building operation".
Steve Meretzky of
Infocom said that "the first part of debugging is exciting; it's the first feedback. Somebody is actually playing your game. But by the end, you get sick of the little problems. You have spent three months inventing the game, and now you have to spend just as much time cleaning it up". The requirements for a person to be considered for participation in a playtest vary. Some playtests are open to anyone willing to volunteer, while others specifically target professional gamers and journalists. Some playtests also try to evaluate the game's appeal to players with different levels of experience by selecting players with varying exposure to the game's genre. An example of a video game that made extensive use of open playtesting is
Minecraft, which was made available for purchase in its pre-alpha stages. This both helped to financially support the game and provide feedback and bug testing during its early stages. Playtesting began even before the game features included multiplayer or the ability to save games.
Mojang continues to make use of playtesting with
Minecraft through weekly development releases, allowing players to experiment with unfinished additions to the game and provide feedback on them. Some games make use of playtesting with only part of their content, leaving other important sections unexposed to the public.
StarCraft II: Heart of the Swarm was tested in this manner; its playtest only included the multiplayer portion of the game, while the single-player campaign was not revealed. Heart of the Swarm is also an example of a playtest where average players are not being considered for entry; the initial wave of testers are only being selected from the ranks of professional gamers and from the media. The
open-source video game engine remake
OpenRA, which recreates the early
Command & Conquer games, publishes playtests to the public during the release process so that a broader range of testers can verify that new features don't introduce critical errors such as
desync problems in the
lockstep protocol and unwanted side effects on the
gameplay can be balanced out prior to the next stable release.
Valve does not often make use of open playtesting, in keeping with the company's tradition of tightly controlling what information they release to the public. However, both
Dota 2 and
Counter-Strike: Global Offensive were openly playtested, with beta invites being distributed to (and in some cases by) volunteers. Valve also has a general beta signup form on their website; this survey is intended to recruit testers both in the Seattle/Bellevue area and from other locations, to test new games and gaming hardware that Valve is developing. ==Role-playing games==