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How to create a game test group

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Johan
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Joined: 10/05/2008

Hello

A lot of designers seem to have problem to get tester that are willing to test their games. Either they don't have regular gaming groups or the gaming group does not want to play their creation.
Nowadays I have no problem with that. I have a regular group and can also get the game tested on other occasions.
In my regular group there are even people that ask me to bring some games, asks if the games will appear again, wants to be a part of the process. Some of them have started to bring their own games and more will come.
It has taken time and a lot of work to get there.
Here are some suggestions.

To start with
Involve some people in your work. When you got an idea, write it down and talk to a friend or two about the idea. It will still be your idea.
Don't ask them to do the game for you. Draw an outline of the game and ask them if they think it is a good idea. Involve them in small parts of the game. A person that feels involved in a process also wants to test it.

Preparations
Preparations are the most important thing.
- Don't bring your 12 hour game involving everything and must have at least 7 contestants to the session. Even if you want to test that game, you can't.
- ...Instead, cut the game into smaller pieces. If you want to test a combat system, a bidding system or something else, make a game with that. If you have a hard time to come up with a new game, take an old one and suggest a different combat system or something else (I have used Mordheim to test combat systems, bidding movement system, new psychology system and it have worked fine).
- Take the time to create a better prototype. The prototype will probably only be used once, but if you plan a game for 2 hours and want to play it with four friends, they will invest 8 hours in your work. You should invest at least 40-80 hours to make the prototype work and plan the session.
- Make a prototype that give some feel and look of the game. Often it's enough with some simple symbols, quick headlines or a good background story.
- Complete the prototype at home (don't start to fix the prototype in the session).
- Write down the headlines for the rules, run the game for you self and know what the session should be about.
- Prepare the introduction and how to present the rules.

Session
- Don't force them to play the game.
- Make a quick setup. The setup should be prepared (use zip bags). Have everything included in the game (don't start to searching for pawn and dice at the session, that should be included).
- Make a time limit for the game (You should keep the limit, but they don?t have to). Normally a good time limit is 1-2 hours.
- Explain the rules in max 5-10 minutes (test run a rule description at home). I have seen rule explanations that has taken up to an hour and after that nobody wants to play the game.
- If you have to change the rules during the game, always do that so it will affect all players equally.
- Listen to what the group says during the session. Also listen to what they don't say.

Feed back
- Start the feedback with asking what part of the game that was good. Then take the things that could be improved (there are always improvements in the game).
- Never defend the game. If a person thinks that this is the worst game ever, ask why.
- When you get negative feedback, ask how that could be improved.
- Write down the comments.

After work
- Write down the comments and see what can be used. If something can't be used, you should have a good explanation why.
- Send out the list afterwards to all persons involved in the session. You will see that you often get more feedback after a day or two.

After the session it is time to create a new prototype.

Session 2
- The next session, you have to have a better prototype then in the first one. You should always point out what improvements that have been made.
- Have the rules with you (or the headlines) and include the test persons in the Tested by and/or the Special thanks to in the end (don't point it out, they will find it out for them self).

Good luck. (This was a lot of "don't" ;-) ).

// Johan
P.s. I manage to run Feeeeed Meeeee 6-8 times in different session before it started to work as a game (and they still wanted to test it).

Anonymous
How to create a game test group

Great post, I second every point you have made! I follow a similar tact when approaching friends to playtest games for me.

Quote:
...include the test persons in the Tested by and/or the Special thanks to in the end (don't point it out, they will find it out for them self).

And it never takes them long to find their names in the rules!

OrlandoPat
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Joined: 10/16/2008
Another point...

Another point worth mentioning is to pay attention to how much fun people are having.

This seems like a silly thing to say, but it's easy to get caught up in the "did this mechanic work?" and miss the "did you have a good time?"

Since it's virtually impossible to answer the question "was it fun?", it's up to you to pay attention and observe if people are actually having fun.

These observations are key for the mechanic, as well. For example, you may find that the person who goes first - or plays with a certain style, or assumes a certain role - always has a blast. This would be worth considering after the playtest session.

I'm not saying you should stay aloof during the playtesting. Just the opposite: get in there and have a good time. But also pay attention to whether the others are having a good time. It'll tell you a lot about the game.

Johan
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Joined: 10/05/2008
How to create a game test group

One more thing:

I also bribe the testers. The winner gets a Kinder-egg (a chocolate egg with a toy inside).
This is now standard in our test group. (People will do there best to get the price).

// Johan

zaiga
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Joined: 12/31/1969
How to create a game test group

Some good points, Johan, especially about how to involve playtesters in the designing process. I think it is a very good idea to give a playtester the feeling that he is actually part of the process and that their feedback matters; that they are not just warm bodies.

Let's see if I can put this in practice :)

- René Wiersma

Anonymous
How to create a game test group

40-80 hours on a proto-type? wow. must be very good looking.

zaiga
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Joined: 12/31/1969
How to create a game test group

I think Johan means that you should put 40 - 80 hours work in the complete design before the first real playtest, not just the physical appearance of the game, but also the rules, the mechanics, background research, solo testing the game, rework, etc, etc. Basically anything you can do to make sure the playtesters will have a pleasant time playing the game.

Scurra
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Joined: 09/11/2008
How to create a game test group

Yes - hence the observation that you can make money from games design if you discount the time you put into the design and development process; otherwise you will discover that you were working for $0.02 an hour :-)

I don't put in quite that much work myself (although overall it sometimes comes close if I include the different versions of the same game that I do during the development process), but it depends upon what sort of group you are testing with. A design/development group will (after a bit!) be happy to work with plain cards, and you'll even learn to acclimatize them to handwritten adjustments etc. ;-))
However, I think that a blind-testing group should be seeing something as you would submit it to a publisher, so it should have as much production value as you can manage - it doesn't have to be perfect but it should give the right impression. But since (IME!) most games simply don't reach that stage, it becomes less of an issue.

Johan
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Joined: 10/05/2008
How to create a game test group

Hi

zaiga wrote:
I think Johan means that you should put 40 - 80 hours work in the complete design before the first real playtest, not just the physical appearance of the game, but also the rules, the mechanics, background research, solo testing the game, rework, etc, etc. Basically anything you can do to make sure the playtesters will have a pleasant time playing the game.

That was exactly what I meant. To be able to test the game, you have to know the game, be able to explain all the rules and visualize the game for the players.
The first prototype has to work, but not be fancy (Usage of colors, easy symbols as squares, circles and so on are more then sufficient). The second prototype should be a little betters then the first one.

// Johan

Anonymous
How to create a game test group

Great article, Thanks!

Anonymous
How to create a game test group

We are play testing right now, and one of the major problems we are facing is getting the players to understand the game without explaining it to them.

Gotta keep in mind that when a person buys the game all they get is the rulebook.

We've actually been video taping the game and seeing what was confusing so that we can make the rule book better.

I definatly believe in bribing too. Its not fun to be frustrated. But some money can make it fun.

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