Gen Con Playtests 2018

Just a quick post to tell everyone about our playtests at Gen Con this year.  We’ll be at the First Exposure Playtest Hall  (I know not the best website….) also have a look at the Gen Con Page

Our tentative times right now are –

Thu 2PM-4PM: Road Rage 4 players (general) a tile placement racing game
Fri 4PM-6PM: Road Rage 4 players (general) a tile placement racing game
Fri 8PM-10PM: Date Night 6 players (3 couples) a couples party game
Sat 8PM-10PM: Date Night 6 players (3 couples) a couples party game

We’re getting the games and all our marketing material ready right now – any suggestions?

 

Testing/Prototyping Course Part 5 Principles

First go check out part four or start at part one

There was a lot of material in the course and I won’t go over all of it but I will end with a few of the prototyping principles we talked about:

1.       Embrace the beginners mind – make sure people who have never seen the game (or any game) can pick it up and use it quickly

2.       Don’t fall in love with your first ideas – be willing to change everything and anything

3.       Expose your work early – seek criticism and improve based on comments (repeat)

4.       Learn faster by failing early and often (and cheaply)

Are you playtesting something right now?

Do you have a printable/downloadable version of your game?

As always – let me know

PJ

Testing/Prototyping Course Part 4 Feedback

First go check out part three or start at part one

The fun part of the course for me was delivering the prototype and getting feedback.  Giving and receiving criticism are difficult to do.  For me though the material of the course was easy as I wasn’t invested in in like I might be if this is my game design.  The two feedback mechanisms that were discussed:

Ritual Dissent –                  you present your prototype in a few minutes (5 in our case) and then you turn your back to the group as they work with it and only give negative feedback.  You write notes like crazy but don’t turn around or interact with the reviewers. (and yes I think this is a card title in several Cthulhu games)

Unknown Name –            this method was the opposite – you present your prototype and they give only positive feedback as you all interact with it and ask questions.  This was easier in that you can interact with the people directly.  (and yes I know I had one job of getting the name ….and I failed – we’ll use Ritual Consent…… or maybe not!)

Both of these could be helpful for developers and testing.  The important takeaway for me was that most people don’t want to give negative feedback to your face. Having some way they can give negative feedback anonymously or without seeing the impact of each negative comment might allow for more negative comments – which might make for a better game.  The other part was that the feedback is organised.  It’s done in all positive and all negative groups and not just a huge dump of both.  This might help provide some of both – so you don’t walk away thinking it’s all bad (or all good).

The Bamboozle Brothers have written a great article about feedback –

 https://inspirationtopublication.wordpress.com/2010/09/11/step-12-honest-feedback-honestly/

Has anyone done a form for feedback?

Let me know
Comment on this and then go read Part 5

PJ

Testing/Prototyping Course Part 3 Levels of Prototypes

First go check out part two or start at part one

They covered levels of prototypes specific to industry design – think solutions to problems, but for game design I think the first two are what designers use with themselves or their design team.  The third level is what we would view as a prototype and the fourth is more what I think about when you are looking to provide a demo to a company when you want to sell your game to them.

We’re going to post some of our early creations when we start the design process.  Do others do this?  Do people worry about others stealing their ideas?  Or borrowing the best parts of them?

Let me know
Comment on this and then go read Part 4

PJ

Testing/Prototyping Course Part 2 Test Cards

First start at part one

We talked about test cards – cards that spell out what you are testing and how it will show as a success or not –

We believe that….

To verify that we will do ……

We will measure……

We are right if ……..

These could be useful in the game deign – for example –

We believe that this game does a really good job of letting players experience the buildup (hoarding) of cash in banking and real estate

To verify that we will keep track of the amount of cash they collect and keep at the end of the game

We will measure how much cash they spend vs. how much they keep

We are right if they have saved up the most (and brag about it).

This idea can help clarify if the game is doing what you want it to do or what you think it does.

 

As a designer, do you check to see what the game does?

Do you check to see how well it does that?

Comment on this and then go read part three

PJ

Testing/Prototyping Course Part 1 Early Description Not Matching the Final Product?

In my day job I get to go on training – when a course came up on testing and prototyping I signed up.  There was lots of great material.  I’ve broken it into different parts but the first:

Does the description of the early product (possibly in a blog post) create an expectation that’s met by your playtest prototype?  For games – you want to change the game as you develop it – because of that your initial description might no longer fit.  Do you go back and change your original description?  Do you leave it and risk the issue of someone buying the game based not on what it is but on how it was originally described?  Has this happened to anyone? (If so let us know in the comments below)  What do people think?  I’m tempted to leave the initial description but to add a note to it to say the game has changed/evolved and it’s now more like (whatever it’s now like …..)

What do you guys think – is it a nonissue?

Link to Part 2: here

PJ