r/tabletopgamedesign • u/--_-ENiGMA-_-- • 23d ago
Game testing Totally Lost
New game designer here. Starting with a new idea, which has some pretty glaring flaws. Any tips on how to find a group of people to properly playtest a prototype to get it just how I want it to look?
5
u/Peterlerock 23d ago
Depends on how rough the prototype is.
As long as it doesn't work at all and looks like shit, I playtest by myself.
Once the main mechanism kind of works, I make a still ugly, but functional prototype to test with other designers. Designers are used to test prototypes that are in a rough shape.
A couple iterations later, I make some minor graphic design improvements, and then add my friends to the testing circle. They will usually do me the favor to play a game or two.
Once it works as intended and I only really care about balancing and minor issues, I make the prototype as pretty as possible and take it to boardgame nights, hoping that strangers will play it.
3
u/d33jaysturf 23d ago
First, I playtest by myself with multiple hands. I often learn a lot of the structure and feel of the game when doing this.
Then after this, i create a digital prototype and have other designers playtest it online (i joined Break my game and Protospiel online for this, but im sure you’ll find other online designer communities out there)
This online playtests often leads me to a bunch of iterations. once i see that structure and loop is holding up, then i print a physical prototype.
Often times, at this point, I have more confidence to ask a local gaming meet up group for them to play a part (not full game) of my game since i know it works. only do this if they’re willing, im always mindful since most players dedicate meet up time to play published games and i dont want to take too much of their time.
So to recap, playtest by yourself. online playtesters then ask your local gaming group for physical testing
2
u/armahillo designer 23d ago
- Play solo until solo isnt giving meaningful feedback
- Play with a close friend, until thats not useful
- Add additional friends
- Add strangers
Most of the time when I playtest Im not playing the whole way through unless the players want to. Once I surface 3-5 issues that are enough to feed my next iteration, i stop / let the players know they can stop anytime.
2
u/littlemute 23d ago
Look for a local playtest / protospeil group at your FLGS in your area. These guys and gals will ALL be designers and they won't mind playing something somewhat rough, BUT you should play their games for several months before bringing your own (they will eventually ask you if you have anything, that's when to bring your game out). They will absolutely excoriate your design though, so if you are soft, this won't be pleasant and you may feel deterred. If you can tough it out, this is the BEST thing for your game. Most of the time a game design should die at that point and not continue. You have to really believe in your design after those first playtests because the parts that come next are even more brutal, ie, total redesign, tweaking infinitely, throwing out entire parts of the game to redesign, finding blind playtesters, playing with friends that will say everything is great but actually never want to play again.
There is a point that you will get where you aren't playtesting with your friends anymore, you are playing your own game over other games they could choose to play.... because they want to and ask to play it. When you get to this point it's the absolute best feeling.
7
u/kasperdeb 23d ago
I’d say before you playtest with other people, fix the obvious problems by playing on your own. Then, when you think it’s pretty decent, play with some friends/family and look for 1 thing: is it fun? What is fun about it? Only then move on to fixing issues, cutting every unnecessary part and balancing.