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Far from uncovering your game's unresolved issues with its mother, psychological testing is a way of determining
how you can make your game just what its players want it to be. Designing a game is not just an art, but a science as well. Psychological testing is a very good tool for the science aspect of game design.
What Is Psychological Testing? The scientific method is a lot like good debugging. In order to find out what's going on, you hold almost everything static, changing only one thing at a time. Then you measure the output to determine how the item that you changed affects everything else in the system. Once you know how all the parts work separately, then you can examine how they work together.
Psychological testing, though arguably not as rigorous nor as accurate as experiments in the hard sciences (such as chemistry and physics, for example), tries to apply scientific principles and testing procedures to human thinking. Perhaps psychology isn't as well respected as certain other scientific fields because studying the human mind is somewhat ambiguous. A great amount of variation exists from one person to the next, so even the most widely proven laws of psychology will never apply to all people.
WHY PERFORM IT? Although there are a great many difficulties in performing psychological studies, the rewards are also great. One of the major problems with designing games is that it's so subjective. Even if a first-rate design team really loves the concept that it's working with, the possibility still exists that consumers won't like the product.
However, by performing fairly rigorous and scientific tests on the basics of the game, you can reduce the likelihood that everyone will hate what you're doing. That, or you can find out it's going to be a flop and dump it.
Furthermore, psychological testing can help mitigate disputes among the designers, between the developer and the publisher, or even between the producer and the design team. The design itself can be the subject of heated debates. Usually, whoever has more control over the project will win a design argument - not necessarily the best outcome. If you can run a test, provide the results, and show that everyone hates idea...