What we researched on testing different kinds of game playtesting to see what works and what doesn’t. To discover that, I need to know the basic types of playtesting and how it correlates to what testing methods works best. Two of the basic playtesting is as follows:
Whiteboxing – Defined as a level in which is designed with a simple color in mind, using a white box area.
Greyboxing – Covers a 3D model proportion but without details such as texturing, mapping and all the details, basically a more cleaner draft version and much more refined than that of whiteboxing.
Vertical Slice – A concept of the game which is roughly a small portion of the game. This is meant as a means to present to company executives who wished to fund the game.
This may apply to 2D design framework which allows you to use different framework instead, although some may just immediately use a simple sprite or texture as placeholders to use until then.
There are different play-testing concepts, but the fundamentals hold true here. Although they have it’s own advantages and disadvantages, they inherently are different methodologies in which you can approach the world. In terms of what playtesting can give to the game we’re making. We’re trying a more drafted approach to game design and introduce the players to basic movements than let them figure out the functions later on as we progress through the story.
Though in this case, we would prefer having basic introductions and then simple interactions between characters, though that seems rather complex at the moment, so it would be best to leave it at that.
What is the difference between whiteboxing and greyboxing?. (2015). RSI Community Forums. Retrieved 4 July 2016, from https://forums.robertsspaceindustries.com/discussion/272289/what-is-the-difference-between-whiteboxing-and-greyboxing