yurodivuie ([info]yurodivuie) wrote,
@ 2009-05-12 16:11:00
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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?



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[info]benlehman
2009-05-12 11:25 pm UTC (link)
This is pretty good. About 4 and 7: Audio recordings are a giant PITA, and I find I don't often end up using them. Giving out scratch paper is golden.

I'd also not segregate "things that are underdeveloped" from "things that need feedback." Underdeveloped things need feedback too. This doesn't mean you shouldn't be honest at the start "This part needs work, we know that, no need to tell us twice, whereas this part is basically done and probably not going to change, so take that into account," but you should be open to any feedback you receive, not just at your targeted pieces.

3 is also golden. I prefer to wait until the end of the game for feedback, as mechanical discussion really disrupts my process of play. But other people work differently.

yrs--
--Ben

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[info]benlehman
2009-05-12 11:26 pm UTC (link)
Also, be clear that this is not a democracy: the game designers are going to choose the best option, not the most popular one. Thus if someone has a problem with some mechanic that you as a player like, you don't have to defend it. Just note why you liked it and be done.

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[info]covenantscave
2009-05-13 12:14 am UTC (link)
I think the most important thing is to be super-clear about the involvement of anyone doing design during the playtest session. If you want real feedback, you need to operate under a strict I'm-only-listening mode, writing things down.

I guess there are a couple options:

- Listen and write only
- Listen and write, with only minor clarification Qs
- Listen and write, with explicit feedback at the end of the session
- Interactive design conversation (with pauses)

Make sure you (and the playtesters) know which option you're going for first. The listen-and-write only option is the closest to the "I just bought this" experience - it's going to be the most frustrating/interesting option, but it's the way to go (short of a room with a 1-way mirror...)

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[info]grandmoffdavid
2009-05-13 02:32 am UTC (link)
Just as a note, for my playtest of LARPS, I plan on asking people to make a bunch of characters at different point values (e.g. new characters, characters with ~6 months experience, 1 year experience, etc.) and in various genres and then running those through various scenes somewhat at random. The most interesting question to me is: Was there a character you couldn't make that you wanted to?

Granted, for a universal system it's a little more important than for most games, but it's something I keep bumping up against in game after game. Personally, I'm really happy that I can have a cult leader (complete with cult) built with starting character points. But again, that may just be me.

As a side note, I'd find someone else to run the game and then either play in it or watch it and keep your mouth shut. The stumbling points they find that way are the points you need to clarify in your writing.

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[info]amnesiack
2009-05-13 04:31 pm UTC (link)
As a side note, I'd find someone else to run the game and then either play in it or watch it and keep your mouth shut. The stumbling points they find that way are the points you need to clarify in your writing.

This is something we're planning on once we get to the "beta" phase. Currently, we consider ourselves to be in "alpha". Once we have everything in a semi-finalized form and have created an actual linear text (as opposed to our current wiki format), we'll be looking for some people to give the text to and ask them to try to run it without us being present at all, so that we can find out where our text fails to communicate what we intend.

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[info]hansandersen
2009-05-13 05:17 pm UTC (link)
Supply cookies to playtesters. Mmm, cookies.

Also, for main-game-mechanics alpha tests, consider giving people pre-generated characters for a session or two. It's no more artificial than a convention game, and it can let you launch directly into the meat of the game.

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[info]joepub
2009-05-13 08:29 pm UTC (link)
One piece of feedback I find really useful is "so, do you have an idea where the story/game would go from here?"

If you were playing an episodic game and didn't resolve the episode, you'd want to know if they had an understanding of how to resolve an episode.

If you were playing an episodic game and did resolve the episode, you'd want to hear that they understood how to re-initiate the cycle and what elements carried over.

If you were playing a linear game, you'd want to know that they had a sense of building elements and momentum for future stories.

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[info]joepub
2009-05-13 08:29 pm UTC (link)
though this isn't what you're asking, really.

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