Tips for playtesters
With UnPub 6 coming up this weekend, the State Of Games podcast this week was all about tips for playtesters. It's a good listen for people heading to UnPub or any designer convention, or otherwise participating in their designer friends' playtests.
To prepare for that podcast, Jessica putout a call for tips from designers to help players of prototypes contribute in the most helpful way when playtesting a game. I answered the call, and they summarized some of my comments on the show. I thought I'd share my advice here for anyone interested in reading the entirety of the email I sent them :)
I'm going to begin this answer as I often do, with the phrase "It depends."To prepare for that podcast, Jessica putout a call for tips from designers to help players of prototypes contribute in the most helpful way when playtesting a game. I answered the call, and they summarized some of my comments on the show. I thought I'd share my advice here for anyone interested in reading the entirety of the email I sent them :)
"What are some specific tips you have for playtesters testing your games?"
TIP #1: Just play the game like it's a normal game.
In most cases when I'm playtesting a game I just want players to play it as if it were a finished game that came off the store shelf. Unless I specifically request it, I'm not looking for a player to go out of their way to break the game by doing things that aren't in pursuit of their own victory. Especially in early testing... finding game breaking loopholes and edge cases is my job as the designer, not your job as the player.
In most cases when I'm playtesting a game I just want players to play it as if it were a finished game that came off the store shelf. Unless I specifically request it, I'm not looking for a player to go out of their way to break the game by doing things that aren't in pursuit of their own victory. Especially in early testing... finding game breaking loopholes and edge cases is my job as the designer, not your job as the player.
Tip #2: Avoid commenting on graphic design of a prototype.
Occasionally
you'll playtest a game by someone who's self publishing, or a game
that's got near final art, and in that case it might be acceptable to
point out flaws in the graphic design. But in MOST cases when you're
playtesting a game, it will have prototype components, lovingly hand
crafted by the designer. That's secret code for "cobbled together in
photoshop (if not MS Word), and printed in B&W -- and if you're
lucky there'll be google image art here and there." This is NOT the
final graphic design of the game, and the designer knows that.
Some
game designers are also graphic artists, and their prototypes make the
rest of us want to hide in a ditch, ashamed of the bland, boring look of
our handmade games. But even those designers are unlikely using final
graphic design and iconography.
My point is that
interrupting the game to say "you know, this icon should really be a
triangle" or "your green and red centimeter cubes you got in bulk from an education supply store aren't
colorblind friendly" is probably more disruptive than it is useful.
1 comment:
On Wednesday I'll be recording an interview with Perfect Information podcast on this topic. There I'll have to admit that while I whole heartedly believe in all of these tips for playtesters, I frequently forget to apply them to my own test sessions.
I have trouble remembering to note the start and stop times and I am usually too busy listening and thinking to take notes at the end (I usually take notes afterward).
I'm sure I'll post when the interview goes live, not sure when that will be.
Post a Comment