How do you playtest a story? | Maddy Clute | NZGDC 2025

How do you playtest a story? | Maddy Clute | NZGDC 2025

🎙 Maddy Clute 👥 1K 📅 October 9, 2025 ⏱ 53 min 👁 43 📄 expert opinion 🧭 2026-08-16
Available in: English (current) Français

Keywords

playtestingnarrativegame designstoryiteration

Summary

In this talk from NZGDC 2025, Maddy Clute, creative director of Osor Studios, shares her approach to playtesting narrative in her game ‘Call of the Golden Valley’. She argues that story is crucial to a game’s success, even at the indie scale, and that it can and should be tested. She introduces a theory of story based on evoking feelings, drawing an analogy to painting where different layers (composition, light, color) combine to create an emotional response. She identifies layers of game narrative: dialogue, environment, characterization, music, lighting, context, and gameplay. Her method involves isolating each layer, asking focused questions, and iterating quickly. She provides concrete examples: table reads for dialogue, playtesting puzzles for detective feelings, testing choices with the ink scripting tool, and testing a vertical slice for the demo. She emphasizes the importance of knowing what emotion each beat should evoke before testing, and she shares developer tools that enable rapid iteration. The talk concludes with a Q&A session.

161 words

Critical Evaluation

Value of the Information & Strength of the Argument

The talk provides valuable, practical insights into playtesting narrative, a topic often overlooked. The speaker’s argument is well-structured, moving from the importance of story to a theoretical framework and then to concrete methods. She effectively uses the painting analogy to explain the layered nature of narrative and how each layer contributes to the player’s emotional response. The examples from her own development process are specific and credible, demonstrating the effectiveness of her approach. The argument is persuasive, emphasizing that testing feelings is possible and essential for creating impactful stories.

Scientific Rigor, Source Quality, Title Accuracy

The talk is based on the speaker’s direct experience, which lends it authenticity. She does not cite external sources, but she references her own game and development process. The title accurately reflects the content, and the talk stays on topic. The speaker’s background in cognitive science and engineering adds credibility to her methods. The talk is well-organized and clearly presented, with a logical flow from problem to solution.

172 words

Title / Content Match

The title accurately reflects the content, which is a detailed case study on playtesting narrative in the game 'Call of the Golden Valley'.

Quality & Reliability

8/10

The talk is grounded in the speaker's direct experience as a narrative designer and programmer on a shipped game, providing practical, actionable advice. While it is primarily anecdotal, the methods are well-reasoned and align with established practices in game design and user research. The speaker demonstrates a clear understanding of the challenges and offers concrete solutions.

Key Moments

Contribution & Novelties

The talk offers a practical framework for playtesting narrative, emphasizing the isolation of layers and focused questioning. It provides concrete examples from a real project, making it highly actionable. The speaker’s dual background in engineering and narrative design offers a unique perspective.

Pour aller plus loin :

  • Ink scripting language — The tool used for interactive dialogue, relevant for narrative prototyping.
  • User research in game development — Overview of methods and practices.
  • Emotional design in games — Article on designing for emotional impact.

83 words

Radar Profile

The radar profile shows high scores across all dimensions, indicating a well-rounded and reliable talk. The speaker's expertise and practical examples contribute to high quality and reliability, while the technical depth is suitable for a professional audience.

Reliability 8/10