29th

Jan10

By Sebastian Hickey

In the second part of the Sebastian plans a playtest series, I talk about finding out how to measure success.

So I’ve identified what I thought was a good playtest experience, that is, the feeling I got when I left the table, and I’ve figured out the dangers of a bad playtest experience, that sometimes I can’t trust disaster, so where to go from here?

It’s time to change how I measure my success. Before I get into the nuts and bolts of the methods I might use, we’ll need to take a little look at playtest preparation.

What do I want?

So, what do I want from my playtest? Do I want someone to tell me that my game is great? Contrary to my gut feeling, it’s okay to look for affirmation in a playtest. Sometimes finding out what works helps me to diagnose what doesn’t. I can’t apply the “if it ain’t broke” rule if I don’t know it ain’t broke.

Problem is, I need to get specific. So, before I start, whether I’m looking for affirmation that a game mechanic is awesome, or confirmation that a rule is  awkward, I need to make a list.

Starting the list

I’ll need to break the game into components depending on which stage my game is at. If this is my first playtest of the game, I’m probably looking to see if the game rules are broken, so I’ll want to label these rules and note them down. In the later stage of development, when I know the game is already functional, I’m going to want to start amending the terms of my playtest. So the list will have to change. Here’s a sample of issues I’d like examined in the next playtest session (the complete list will be provided in the final post in this series).

  • Flaws
  • Challenges
  • Felonies
  • Difficulty

Questions

It’s important to know what information I want from the players before the playtest begins. Sometimes this procedure will answer the questions for me, before the playtest begins, so it’s a useful tool to make sure only the important issues are treated. Here’s a few of the questions I’d like answered:

  • Flaws – Do Flaws have any useful purpose?
  • Challenges – Will Challenges inhibit the narrative (by taking out the old Call an Event rules)?
  • Felonies – Do Felonies, as their function to limit narrative violence, inhibit the narrative?
  • Difficulty – Is the Easy circle easy enough for new players? Should it be called the Beginner’s circle instead?

Fourth Wall

Before play begins, it’s probably a good idea to go through the list with the players so they know where to direct their critique. This isn’t always the case, however, especially when I’m evaluating qualitative issues (like “are players using the Call for Help rules during the Finale?”). I note down the issues that might get contaminated and put them into a separate list.

Now I’m nearly ready to play. Before that, it’s time to set my expectations.

(Next time…Setting up the yardstick)

Comments

  1. A very structured approach – I hope it goes well in that (i) you enjoy Warpcon and laytensting HfL, and (ii) you learn answers to your questions.

    Eoin on January 29th, 2010 at 3:42 pm
  2. For both (i) and (ii), I got what I wanted. I guess the structured approach works well with my kind of evaluation. I can see that other writers would prefer to wing it, especially if they are used to face-to-face criticism – some writers might go into a playtest with a rough ball of a concept and leave with a molded and useful product. For me, I need to prepare, to focus and to determine success based on strict requirements. It’s interesting to learn that about myself.

    Sebastian Hickey on February 6th, 2010 at 3:56 pm

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