| yurodivuie ( @ 2009-05-12 16:11:00 |
Running a Playtest
So, suppose you had in mind the thought that you could spend a little time actually thinking about how a playtest should be run, instead of just throwing a game together and then breathlessly asking, "So, what did you think?"
My ideas on this so far:
1. Provide paper and pens for players to take notes to provide feedback.
2. Explain to players before the game which parts (a) need feedback (b) aren't really finished and don't need feedback just yet.
3. Explain to players what they should do if they have questions during the game, or if they have comments on a gameplay element as they go.
4. Record the game.
5. At the end of the game, give players a moment to collect their thoughts and write down any last notes.
6. Ask targeted questions about parts mentioned in 2a.
7. Record the feedback.
8. Resist the urge to explain why you did what you did and why what you have actually works even though they think it doesn't. Ie, don't defend, just listen.
9. Request any additional unstructured feedback.
10. Thank your playtesters and collect the notes.
This might be formalizing things a little too much, but what do you folks think? Is it useful to organize a playtest, or will it create a "fake" atmosphere that won't be true to actual play? Maybe it's good for early playtests, and later playtests can be less screwed down?
So, suppose you had in mind the thought that you could spend a little time actually thinking about how a playtest should be run, instead of just throwing a game together and then breathlessly asking, "So, what did you think?"
My ideas on this so far:
1. Provide paper and pens for players to take notes to provide feedback.
2. Explain to players before the game which parts (a) need feedback (b) aren't really finished and don't need feedback just yet.
3. Explain to players what they should do if they have questions during the game, or if they have comments on a gameplay element as they go.
4. Record the game.
5. At the end of the game, give players a moment to collect their thoughts and write down any last notes.
6. Ask targeted questions about parts mentioned in 2a.
7. Record the feedback.
8. Resist the urge to explain why you did what you did and why what you have actually works even though they think it doesn't. Ie, don't defend, just listen.
9. Request any additional unstructured feedback.
10. Thank your playtesters and collect the notes.
This might be formalizing things a little too much, but what do you folks think? Is it useful to organize a playtest, or will it create a "fake" atmosphere that won't be true to actual play? Maybe it's good for early playtests, and later playtests can be less screwed down?