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Sending a prototype for blind test.

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Johan
Johan's picture
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Joined: 10/05/2008

Hello

I do a lot of tests both for my own games and for other designer's games. The last half year I have tested around 25 different prototypes and done over 70 prototype tests. That is normally the number of prototype games I test during a year.
Some of the games are mine, some from friends, some from people here at BGDF and some from game companies. There has been a mix of all kinds of games as board, card and tile laying games (this year I have not tested any tabletop game but last year I did test some).
This is my view/(and experience) of Blind game test.

Investment
- The blind test group is investing in your game. They invest there time. If there are printouts of components, then they will also investing money (and a lot of more time).
- Personally I don’t believe in paying the blind test groups, but there are a there are an upside to do that. If you paying the group then you show that you are serious about the game and that you believe in the game (and you will think twice before you sending your prototype out on testing).

The rules
The biggest problems with the prototypes I receive are the rules. Most of the rules are quickly put together and not organized (the rules take a lot of time). Always se the rules as a way to describe the game if you are not there. The rules are the complete description not a complement. Here are some tips to improve the rules:
- Make a summary of the game. The summary should include both a theme overview and a mechanism overview.
- Also have a summary of the winning condition and describe the end of the game. This will make it easer to read the rules.
- The setup should be easy to follow. Make it as a list.
- Have the rules organizes in a way that it is easy to find the rule you want.
- Don’t describe the same thing in different rules.
- Have chapters and sub-chapters. If there are many rules a table of contents or an index should be included.
- Use examples to visualize what you want to say in the text. Examples are the same thing as showing the rules. A good example will visualize the game for the reader.
- All rules have to be described in the text (or pictures). There can not be any rules that the reader should understand anyway.
- Use the same terminology in the rules and on the components game (example, if you write of sea traveling and then don’t use traveling with boats in some places).

The prototype
When sending a prototype to someone that will help you to test and the receiver will do the printing and cutting, make the prototype:
- Include a list of components (not the one that is included in the game, more a list that describes the components and how the components should be created). It is important if cards are used as playing cards or just markers (different printing technique). Also describe every component that are not included in the files but needed anyway as counters, miniatures, dice (different dice and if there are different colors) and if some kind of scoring board. This list should also include what files that are connected to what component and the number of time the file should be printed. You should also include if it should be double sided.
- Try to compress the printouts. If there are 5 different counters, don’t spread them out on 5 pages if they could be printed on one.
- The prototype should be as good as if it would be send as a submission.
- Never expect the tester to have special paper to print on.

Format
- The format on the game is always depending on the receiver, but I would say that you should use standard format. The best format to use is PDF for rules and components and RTF for rules.
- If you have a game board that should be printed on several papers, send information how big it should be. If you can, cut the game board in the file yourself.
- Use standard formats on cards. Cards should be possible to be printed on 170 g paper or be placed in card protecting sleeves.

The result
- If there are something special you want to have tested, then write it (number of players, a special scenario, quick setup or something else).
- Also include what result you want (if there is something special as the final score, the score after each turn and so on). If there are information that you want the players to record (and it is not in the standard game) include a form to fill in.
- Accept the result (don’t try to argue with the testers or defend the game). Ask additional questions if needed. There is no need for the tester to give you detail information if the game does not work.

// Johan

Verseboy
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Joined: 12/31/1969
Sending a prototype for blind test.

This is an excellent summary of key points to consider, Johan.

I recently sent out a prototype. In addition to the game in its entirety, I included explicit feedback forms, some large self-addressed envelopes (so the feedback forms could be returned before the game), some cash to cover mailing expenses (including returning the game), and a bag of extra money chips.

In email correspondence I told her what I was most hoping to learn. My game involves wagering, and there are additional ways of receiving money. I was most worried about having the right amount of money available throughout the game, thus the extra bag of chips in case I was wrong. I also gave her my toll-free phone number and told her to call if there was a problem that threatened to sink a playtest. No guarantee I'd be home, but better to try to head off such problems while everyone is still around the table. So far no calls!

Of course, there are certain things I am hoping to learn, but they may end up throwing some totally unexpected pearls of wisdom at me. Even if those pearls contradict what I've seen in my own tests, they'll be incredibly valuable.

Steve

Anonymous
Sending a prototype for blind test.

Wow, thanks alot for this really helpfull post about sending the prototype!
Until now I have always given out the whole product. Gameboard, bits and pieces and rules! So I never had to think of all this things I would have to consider, when sending them only a few files!

Investment
I agree with Johan 100 %
- I think a author should ALWAYS think of think of the time and sometimes even money people are putting into you prototype, even if it may never become available in a gamestore.
There are always people that are eager to test something new. The usually are gamedesigners themselfs or geeks, that can bring very valuable information when testing a game. Others just want to play some game, in this case it is always usefull, if the author has already a positive agenda with them.
Blind test groups are very important milestone, because when designing a game for a specific gamegroup someone can consider the various preferences of the players in this group. Blind testing means, as you all know, the author doesn't know who will end up testing the game, and in what condition "mentally" the testpersons may be when testing. To me it is really nailbiting sending a game to a blindtest group!
These guys are the next best thing to the persons who might end up purchasing the game at its final stage. They are to be treated with the greatest respect imaginable!

The rules
Thank you Johan, indeed my actual version of the rules lacks of some pictures that might describe some special cases and may support the written words.

The result
I have created a form to compile for my games. It is still rather easy and not to long. My form is about one side (A4/Letter). I have given the testers the possibilty to simply cross a number from 1-5 where possible to make it most easy to them to compile the form. Sometimes some special feedback is needed and I asked to motivate some votes they have given.
I think even here it is important to keep their interest up by not giving them too much work to do when compiling this form, so in my opinion this is a fine line to walk.
Finally it is important to not try to alter their opinions. When the game is out you don't have the possibilty to talk to every possible customer to convince them of each special rule you might have integrated into the game.

Just my 2 cents!

Thank again Johan!

Verseboy
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Joined: 12/31/1969
Sending a prototype for blind test.

PeterTheRat wrote:
I have created a form to compile for my games. It is still rather easy and not to long. My form is about one side (A4/Letter). I have given the testers the possibilty to simply cross a number from 1-5 where possible to make it most easy to them to compile the form.

My feedback form spilled on to the back side of a letter sheet, but I was also trying to make it as painless as possible for them. My questions were specific and offered 3 options to check. "Did Goldilocks think the bed was ___ too soft, ____ just right, or ____ too hard." That kind of thing. In every case I was trying to isolate potential trouble spots and find out if they thought they were too much, too little, or just right. I also gave them room to supply their own comments about anything at all, if they were so motivated. Mostly, I expect to get back forms with a bunch of boxes checked and little else.

Steve

GeminiWeb
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Joined: 07/31/2008
Nice summary

Agreed Johan.

I have a friend on the other side of Australia and I have used him to 'test' my rule books before tryign a blind playtest - he has a good eye for detail and ambiguities and the like.

Bill

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