PLAYTEST SOON, PLAYTEST HARD!
I wrote about building prototypes quick and dirty. Now I am going to tell you why this is important.
Your goal is to start playtesting as soon as possible. For this, the sooner your idea is in playable form (no matter how ugly), the better.
But how do you organize playtesting?
I organize playtesting in three phases. Here's how they run:
Phase I: "Let's play a game I made!"
There are a couple of things to keep in mind when you do this:
- Don't force people. This goes for every phase: if someone's not willing to play, they'll get bored, trail off and keep looking at their phones. On the other hand, if they are interested and they get bored, you'll have an indication that there's something wrong with the game.
- Be there. In this first phase, your presence is needed. You'll have to explain the game to your players, and be ready to clarify things in play.
- Take notes. It seems obvious, but bring a notebook and a pen and write everything you observe, every question the players ask, every idea that looks like it could make the game better.
- Be perceptive. Your friends and relatives will tend to be lenient. Unless you are very lucky, it's quite unlikely that they will smash your game - try and understand what it is they are not telling you.
Repeat until you think you reached a satisfying point, then go to Phase II.
Phase II: Let's set sail into the vast ocean!
When you think you gathered all the info you could get from friends and family, it is time to go find external playtesters.
Again, a few principles to keep in mind:
- Don't get angry. It is easy to be upset by comments that may even destroy your game. But remember: you're asking help to people you barely know (or to complete strangers), They're working for you. Don't be that guy.
- Ask questions: If you have doubts on some rule or other aspect of the game, ask the players. "Do you like this rule for worker placement?" or "Do you think it takes too long to gather resources?"
- Bring snacks and drinks. It is easy to forget this step. Don't be stingy, a couple of family-size bottles of fizz and a few bags of chips are a fair compensation, and they will make the playtesters happy to help you - especially if you'll need to playtest another game in the future.
- Return the Favor: If your playtesters have a game in development, offer to play with them: it's always nice, and forms a bond. Not to mention the fact that you could learn something...
After each playtest, check your notes, make the necessary corrections and test again!
Phase III: Up, up and away!
At this point you start what is called blind test. If you are familiar with the way a blind test is performed in science, well... this is a little different. In this kind of playtest, the designer is usually not present, so they don't explain the rules. neither they do follow the players to correct them.
This is very useful to check on a few things: how easy it is to understand the rules (not just the way they are presented, but the rules as they are); if the game derails after a while when you are not there; etc.
You'll have to find reliable, possibly expert players, give them a copy of the prototype and wait for a report, or a video, from them. Here's some things you can do to make this easy:
- Make multiple copies of your prototype: That's why I insist you make your prototypes on the cheap. You'll need to leave your game with the playtesters - or even send them one, if they're not local - and keep one with you, so you'll need at least 3 to 5 copies of the prototype.
- Prepare an evaluation sheet. This doesn't need to be complicated: identify the two or three areas you want addressed, then leave ample space for playtesting notes.
- Listen! Again, it seems obvious advice - but it is way too easy to dismiss other people notes because they touch a favorite mechanic or rule.
So, where do you find playtesters?
Obviously, for Phase I, you probably know how to reach to your friends and family.
For Phase II, one good place to start is your local gaming club, or store, if you have one available. Another excellent place is at conventions. Most conventions give space to new authors for demo games, for free or for a very cheap fee; if you can't pay, you can simply walk in with your prototype and look for players (but you better ask the convention's organizers if it is ok, first).
The best place to find playtesters, both for Phase II and III, is designers' meetings. They are usually one-day or one weekend gatherings where various designers (and often curious "bystanders") go specifically to try their and each other's games and give advice. They are probably the best place you can go if you are a buddying game designer, period.
For Phase III you can even reach groups of paid playtesters (yes, they exist). But before doing that, gather intel. You are paying, so you'll need to make sure you get your money worth.
Finally, you can always playtest your games on one of the many online platforms: Tabletopia, Board Game Arena, Tabletop Simulator, Vassal... Whatever is good for you and you are most familiar with. Obviously this step requires a little preparation and, in some cases, a paid subscription.
Next time: tools of the trade!
Until then, be creative!





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