برچسب: Playtesting

  • Playtesting & Playtesters – everything you need to know — Pine Island Games

    Playtesting & Playtesters – everything you need to know — Pine Island Games



    Bringing a game to market is an expensive and time consuming proposition (follow along as we take Froggy Bazaar from an idea to publication & beyond). It’s easy to over-estimate the value of your game idea, and underestimate the value of the rest of the process of bringing a game to market.

    In short, even if your game rocks it isn’t worth it for anyone else to steal it.

    Stealing a game would also come with a lot of risk. The indie design community is small and close-knit. And indie game consumers likely wouldn’t be forgiving towards a publisher who stole another designer’s game.

    You do occasionally see successful games re-implemented like Cards Against Humanity broadly re-implemented Apples to Apples with NSFW content. But, I don’t know of any instances where an indie design was ripped off especially before publication.

    So, get to playtesting!

     

    Where to Find Playtesters

    I like to think of playtesting in a couple of categories each with a different audience, and with different goals. Where you go to find playtesters in each stage will vary. And, as you playtest more you’ll be sourcing playtesters more broadly outside of your immediate circle.

    Early Stage

    The earliest stages of playtesting you’ll be figuring out whether your game is fun and functional. This will mostly be playing by yourself and roping family and friends into games while you iterate on rules.

    Where to find early stage playtesters:

    Mid Stage

    As your game progresses you’ll be focused on developing the game, balancing it, and finding your audience. In some playtests you’ll be focused on getting feedback on specific mechanisms or interactions, in others you’ll want broad feedback, and in others you’ll be focused on what gamers your game gels with.





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