So, somebody has asked you to playtest their board game... is this a honor of the highest order or a clear clue to what a creampuff/pushover/Weeble you are?
I guess I fall into the "creampuff" category, as I've done a decent amount of playtesting & have volunteered to do more.
Why, you ask? Well, I think there's probably a healthy dose of "I got to play it first" along with the whole "I helped build that" thing that happens when you walk into a game store & see something you had a hand in making better. In most cases, I playtest for friends - people I genuinely like & respect as designers - and so there's an element of "get by with a little help from my friends" vibe going on as well. (Yes, everyone may now spend the rest of the day humming various selections from "Sgt. Pepper's Lonely Hearts Club Band" - but you get negative victory points for using any cover versions from the late 70's movie except Earth Wind & Fire's cover of "Gotta Get You Into My Life".)
I've been involved in a three different types of playtesting:
- the "let's see if this will work" phase
- the "try to break the game" phase
For the uninitiated, "blind playtesting" is where the designer gives or sends you a copy of the prototype & the rules and lets you try to learn the game on your own. It is, btw, an ESSENTIAL part of good game design that is too often neglected. (Hint: when many of the playtesters have the same last name as the designer and/or publisher, it probably hasn't been blind playtested.)
We had a lot of fun sending Ray Mulford bizarre e-mails about his "Everybody Limbo" when we discovered that our playing style was completely different than his original playtest group. (It, btw, is a neat card game - I wish someone would pick it up.)
More recently, I've been part of the early playtest waves for Rob Daviau's SeaFall... which I signed a NDA for (that's "Non-Disclosure Agreement"... and it's kind of unusual for board game playtesting, except in cases where secret-y things are happening.) In other words, I can't tell you any more about this soon-to-be-published game - but it's really, really awesome.
- the "tweak the little things" phase
As a final note, I will say that having your name printed in the rules is really cool. What's humorous is that while I've tested a number of games for Frank Branham, the only published game of his that has my name in the credits is Dia de los Muertos, which I only played once and that VERY late in the development. OTOH, I did a lot more work & play on the "Evil Geniuses" prototype (which became Nodwick: The Card Game) and my name's not anywhere on that one. I figure we can call it even.
2 comments:
I volunteered to help playtest the latest game in development by Ryan Laukat. It's been interesting, though hard to get time to do the playtesting. I've enjoyed it quite a bit so far, but keeping up with the changes has been challenging as things are found and need to be tweaked.
Playtesting Suburbia sounds like it would have been fun, but that could just be me thinking it sounds interesting.
I appreciate the writeup on playtesting. That was a good insight for those who haven't done it before and has some good advice for those who haven't done it before.
One of my prize possessions is a copy of Battle Beyond Space autographed by Frank Branham (the designer) with the note: "to my longest suffering playtester".
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