search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
TESTING STORY IN GAMES


By Steve Bromley N


arrative is a core component for many games - whether as a core component of the experience or just a sprinkling of expanded universe lore,


and when interviewing players story often comes up as a primary motivation for why players stick with the games they love. Playtesting and user research give us the opportunity


to check that the story is landing with players, being understood and creating the emotional reaction we hoped for. There are two common topics teams need to know when playtesting narrative in games. The first is ‘comprehension’ - do players understand the story. The other is ‘appeal’ - is it gripping players, and are they interested in following what’s happening.


For both of these types of playtests, there are some traps


to watch out for when running narrative playtests - in this article we’ll cover how to safely approach testing both comprehension and appeal for the story of your game.


FINDING THE RIGHT PLAYERS For both of these types of playtests, finding the right kind of players is incredibly important, and can quickly derail any playtest with irrelevant opinions if done poorly. Recruit players from your competitor set of games,


with a particular eye on ‘do they play the right kind of narrative games’. When running these studies, I’d often distinguish between linear narrative games (such as The Last of Us), branching/choice-based games (such as Detroit or the Telltale games) or even emergent storytelling (such as Rimworld or Dwarf Fortress) to ensure that we’re hearing from our genuine potential players. When recruiting the players, validate their experience


and interest in narrative - not just asking them if they pay attention to the story, but also requiring them to demonstrate it as part of recruitment for the playtest - such as asking them to describe story beats that stuck with them from the competitor games.


NARRATIVE COMPREHENSION TESTS Seeing if people understand your story can be done very early in development - often starting with the storyboard outline, before anything has been implemented in code. This works great as a one-to-one study, where you are


sat with one player at a time and walking through the story. Create a powerpoint prototype of the narrative,


44 | MCV/DEVELOP July/August 2026


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56