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Different Types of Playtesting
Joe Huber

Westborough
Massachusetts
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The first unpublished game I ever played as an adult was Dry Gulch. At the time, I thought of it as playtesting; since then, I've come to realize just how many types of playtesting there are - and just how important it can be to the designer, publisher, or award you are playtesting for to make the right choice. Fortunately, there are a number of clues for the erstwhile playtester - still, there are times I realized halfway through or even after that I'd made the wrong choice.

The following is a list of types of playtest I could think of - please feel free to add others...
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1. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
Joe Huber

Westborough
Massachusetts
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Designer's First Playtest

Objective: Gently let the designer know that they don't have the next Spiel des Jahres winner without discouraging them from design.

Characteristics: Often exceptionally detailed rules with glaring holes, beautiful components that aren't quite functional, and a designer who wants to hear positives but needs to hear the negatives as well.
 
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Mark Taraba
United States
Lake in the Hills
Illinois
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My first playtest was with my wife. She said she liked it but I knew the game was complete crap and threw the whole thing out.
 
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  • Posted Fri Oct 27, 2006 6:35 pm
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2. Board Game: Scream Machine [Average Rating:6.05 Overall Rank:2327]
Joe Huber

Westborough
Massachusetts
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Rough Draft Playtest

Objective: Discover whether or not there's a game in there, hiding among the obvious flaws.

Characteristics: Often the rules will be raw, even incomplete in sections. Many designers avoid this stage; for others, it performs a key differentiation between possible games and impossible ones.
 
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Huzonfirst
United States
Manassas
Virginia
designer
For the second time in five years, the G-Men are Super Bowl champs! Woo hoo!!!!!
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With my prototypes, this step is usually a solo playtest. This eliminates a lot of possible designs, so I don't have to subject my playtesters to games that just don't work.
 
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  • Posted Fri Oct 27, 2006 5:07 am
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Japan
Tokyo
designer
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I often model this stage in the computer (usualy in a (fairly complex) speadsheet). In that way I can make changes and see their effects easily.
 
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  • Posted Fri Oct 27, 2006 10:55 am
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Luke Morris
Japan
Nagoya
Aichi
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Yep. With my latest game I sat at home (with my wife laughing at me from the couch) and played through as all the teams, trying all different tactics to try and "break" as much of the game as I had.
It survived, although you can't get the thrill of competition through solo testing!
 
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  • Posted Fri Oct 27, 2006 1:19 pm
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J C Lawrence
United States
Campbell
California
designer
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For my Age of Steam maps everything is spreadsheet modeled, then small python player "agents" are written to take basic player approaches and set against each other while I watch (not full games), then I solo-play somewhere around 8 to 10 games once I feel it has started to settle out, then I play another dozen or so times with local players, and then I finally send it out for external playtesting (usually around a dozen game reports). At each point if I make a major change I revert back down the pipeline to what seems the right earlier level to start the process over again.

Most of the time is spent in the spreadsheet/agents/solo section.
 
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  • Posted Fri Oct 27, 2006 5:43 pm
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3. Board Game: To Court the King [Average Rating:6.48 Overall Rank:836]
Joe Huber

Westborough
Massachusetts
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Completed Game Playtest

Objective: Enjoy the game; perhaps look for the one extra thing that might help it see publication.

Characteristics: Typically a very smooth game, with finished components if not finished artwork.
 
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4. Board Game: Clocktowers [Average Rating:5.72 Overall Rank:3986]
Joe Huber

Westborough
Massachusetts
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Decision Playtest

Objective: Help a publisher decide whether or not to publish a particular game.

Characteristics: Here, a critical eye is looked for - but even more importantly a judgement about how fun the game is.
 
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5. Board Game: Industrial Waste [Average Rating:6.79 Overall Rank:629]
Joe Huber

Westborough
Massachusetts
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Break The Game Playtest

Objective: Try out an extreme strategy to see if the game survives it (i.e., this strategy doesn't run away with the game).

Characteristics: Whether performed with the designer or a publisher, the hope is always that your plan fails.
 
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A Spotlight on Games
United States
Bay Area
California
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For those that don't know him, this is Joe's favorite role when the game is not his.
 
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  • Posted Fri Oct 27, 2006 6:28 pm
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Joe Huber

Westborough
Massachusetts
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For those that don't know him, this is Joe's favorite role when the game is not his.

Of course - though I am always happier when it fails...

It would probably be my favorite with my own games as well, except for the fact that I'm often blind to said strategies...
 
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  • Posted Sat Oct 28, 2006 12:03 am
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Michael Tsuk
United States
Arlington
Massachusetts
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Quote:
For those that don't know him, this is Joe's favorite role when the game is not his.


And it's my favorite role when the game is his.
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  • Posted Mon Oct 30, 2006 1:51 pm
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6. Board Game: Control Nut! [Average Rating:6.36 Overall Rank:2401]
Joe Huber

Westborough
Massachusetts
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Tweaking Playtest

Objective: Work through the final details for a game that's already largely complete.

Characteristics: A focus on a few small elements of the game, moreso than the whole.
 
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7. Board Game: Dry Gulch [Average Rating:5.35 Overall Rank:6364]
Joe Huber

Westborough
Massachusetts
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Advertising Playtest

Objective: Build interest in a game that is on the verge of being published.

Characteristics: The focus is on enjoying the game (or discovering that one doesn't enjoy it), rather than finding problems.
 
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A Spotlight on Games
United States
Bay Area
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I have a feeling that this is a lot of what Alea is doing when it has large-scale public playtests at Essen.
 
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  • Posted Fri Oct 27, 2006 6:29 pm
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Tom Hancock
United States
Charleston
West Virginia
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I'd argue that this isn't a playtest at all.
 
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  • Posted Fri Oct 27, 2006 9:51 pm
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Joe Huber

Westborough
Massachusetts
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I'd argue that this isn't a playtest at all.

I certainly agree that it's a borderline case...
 
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  • Posted Sat Oct 28, 2006 12:00 am
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8. Board Game: Fiji [Average Rating:5.87 Overall Rank:2749]
Joe Huber

Westborough
Massachusetts
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Judging Playtest

Objective: Judge a game, whether for a contest or a publisher.

Characteristics: The focus is often on the usual elements, but what's looked for isn't the individual comments so much so as the overall judgement.
 
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9. Board Game: Jericho [Average Rating:6.09 Overall Rank:2196]
Joe Huber

Westborough
Massachusetts
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Full Draft Playtest

Objective: Similar to a rough draft playtest, but usually with fewer uncertain elements.

Characteristics: Tighter rules than a rough draft playtest, but not necessarily any more advanced a design.
 
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10. Board Game: Carcassonne [Average Rating:7.46 Overall Rank:86]
Joe Huber

Westborough
Massachusetts
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Fine Tune Playtest

Objective: Typically somewhere between a Tweaking playtest and an Advertising playtest - showing the game, building interest, but not the final edition.

Characteristics: Sometimes the final version will be the same, sometimes not - but it will likely feel the same, as the changes will be minor.
 
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11. Board Game: Ricochet Robots [Average Rating:6.99 Overall Rank:333]
Joe Huber

Westborough
Massachusetts
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Re-release Playtest

Objective: Test out a small change being made for the re-release of a familiar game.

Characteristics: Similar to Variant playtesting, but the changes are typically smaller.
 
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12. Board Game: Saint Petersburg [Average Rating:7.36 Overall Rank:118]
Joe Huber

Westborough
Massachusetts
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Variant/Expansion Playtesting

Objective: Test out a change to an existing game.

Characteristics: There are likely more opportunities to perform this type of playtesting than any other, as many people who don't consider themselves game designers at any level will still create variants. Sometime this even happens by accident, due to misunderstanding of the rules...
 
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13. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
Joe Huber

Westborough
Massachusetts
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Blind Playtest

Objective: Debug the rules; sometimes to see how the game plays with a different group.

Characteristics: Many playtests - whether by the designer, publisher, or award committee - are effectively blind playtests. This might be the only way to effectively debug rules.
 
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9 comments [Hide]
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Phillip Heaton
United States
Springfield
Virginia
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What happened to the blind test? The blind test is the most crucial one of all!
 
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  • Posted Fri Oct 27, 2006 8:37 am
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Joe Huber

Westborough
Massachusetts
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As Phillip said, blind playtesting is the most critical and telling test of all. Any game that goes to market without blind playtesting is a game pushed by desire for profit, with insufficient consideration given to actual quality.

Agreed - if anyone wants to add it, please feel free (otherwise I will). Though blind playtesting tends to be most valuable, IMHO, for debugging written rules...
 
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  • Posted Fri Oct 27, 2006 5:32 pm
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J C Lawrence
United States
Campbell
California
designer
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Yup. The only changes that were made (or even suggested) during the external (and thus necessarily blind) playtests for AoS:London/Sun were rules clarifications. Perhaps amusingly the most frequent external playtester question was some phrasing of, "Are your rules expressed generously or literally ala standards language?" as they were uncertain otherwise whether a constraint mentioned in one place applied globally or only locally.

I guess I spend too much time reading international standards documentation...
 
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  • Posted Fri Oct 27, 2006 5:52 pm
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Darrell Hanning
United States
Jacksonville
Florida
Love women in action movies and shows. It all started with Diana Rigg, in the Avengers.
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Debugging written rules is probably what will yield you the most "hits" during blind playtesting, yes, but with the exception of expansions to existing games (such as AoS, and new boards), blind playtesting is the first genuine point in time at which a game can be revealed to be "broken".

All too often, a game tested by a group of people previously known by the designer/developer will have been playing with a certain "group think" or perspective. What blind playtesting gives you is a group of people with no preconceived notions or information about just how the game works, and the game system thus can be tested the most rigorously, as people come into it thinking "out of the box".

This becomes a proportionally larger and more crucial factor, as the complexity of a game system goes up. The more elements in a system designed to obtain a specific range of results, the greater the possibility for results to deviate.
 
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  • Posted Fri Oct 27, 2006 6:22 pm
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Michael Lewis
United States
Unspecified
So is this list giving the basis for "No Game Left Behind"?
 
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  • Posted Sat Oct 28, 2006 5:48 am
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