Skip to Content
 

Playtesters rewards?

15 replies [Last post]
jwarrend
Offline
Joined: 08/03/2008

I put this in "Ask the Expert", but maybe there's a better place for it.

It sounds like many of you have done extensive blind testing. I'm wondering what, if anything, you give to your test groups to reward them.

Currently, I playtest my games with my friends in my game group, and their reward, I guess, is getting to be friends with me! Seriously, I am sure that if I published a game someday, I'd throw them all a copy, but beyond that, I don't think they necessarily expect any reward.

If I was going to seek out other groups to test my designs, which I'm hoping to do at some point in the near future, I am wondering what to offer to "incentivize" their testing the game. What will they get out of helping me out by testing my game? I've thought of a few options:

1. The satisfaction of helping a nice guy out, and the rewarding feeling when the game comes out in print that they had a part in bringing it to fruition.

2. They can keep the demo copy I'll provide them with.

3. Their group will get a free copy of the published game.

4. Their group will get a discount on buying the published game.

5. Each member of their group will get a copy of the published game.

Now, I guess it depends on the game; you could probably give away a small-box card game more cheaply than a big-box board game, but either way, I think 5 is probably unfeasible. 4 seems, frankly, to be a little insulting; "in return for your help, I'll charge you less for the game". I was thinking 2 and 3, or both, seemed fair. What do other people do? And if you publish with a real publisher, how many copies of the game do they give you to do as you see fit with? 1? 10? 100?

Also, I make most of my prototypes by scavenging parts from my games. (except for cards, which I print from scratch). When I send to another group, should I go to the additional expense and effort of buying all the necessary components, or could I just say "you need the Carcassonne scoring track, and the pawns from Monopoly to play" (provided I knew with certainty that their group had access to the requisite bits). It would be nice to send out a "complete" version of the game, but also more difficult, and not the way I build the games, currently.

Any thoughts on any of these would be appreciated!

Thanks,

-Jeff

zaiga
Offline
Joined: 12/31/1969
Playtesters rewards?

In my experience it is not needed to offer tangible rewards to playtesters. Most gamers I know simply love to play games, whether that is the newest Reiner Knizia release or the newest Rene Wiersma prototype. In case of the former they "know" they will get a well-designed, thoroughly playtested game which they will enjoy. In case of the latter they know that the game might have holes and that the bits are not as gorgeous as published games, but it does give them the chance to come up with suggestions themselves and have a part in the design.

Most gamers have thought at one point about designing a game themselves. They may lack the courage, skills or time to actually do it, but often they are more than willing to playtest games, so that they still have the feeling the have had a part in a game design.

My playtest sessions always end with a (long) evaluation of the game. The ideas and views of playtesters is invaluable and often very inspiring.

I have not yet done any true blindtests, but when I do I will give the playtesters a complete prototype. I do expect them to return the complete prototype and ask that they handle it with care.

The pictorial about Aaron Weisblum on Spielboy showed that publishers give copies to their designers to give away. I think it would be a nice gesture to give a copy to your playtesters once a design indeed gets published, but I don't think it is needed to promise them this up front.

-Rene Wiersma

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
Playtesters rewards?

I have play tested several games for good sized game producers and have never been offered anything other that the opportunity to try a new game and to help shape it's development.

There is one thing you could offer that is free. Give them some credit for the play testing in the rules. It would be the next best thing to producing your own game.

Anonymous
Playtesters rewards?

opps... relearning these boards...

Anonymous
Playtesters rewards?

We put them in the credits, under whatever non-pornographic name they prefer, as playtesters, and send them a copy of the commercial version of the product. It doesn't cost much, and it does demonstrate that you appreciate their opinions. Most playtesters l;ike to know that their 'name is in print'.

...but that's just us :-).
XXOOCC

Anonymous
Re: Playtesters rewards?

I always offer a free copy of the published game to all playtesters.

My contract for Nobody But Us Chickens included 20 comp copies--just enough to cover friends, immediate family and the playtest circle but surprisingly, many of them declined, opting instead to purchase a copy and thereby support not only me, but also my publisher and my FLGS.

Nevertheless, it seems to me that we should always make the offer. Our playtesters are kind enough to deal with our rough drafts, our typos and our occasionally ill-conceived rules. The least we can do is repay them with the offer of a free copy.

Anonymous
Playtesters rewards?

If I can toss my comments in as well, I'd like to offer my support for crediting the players within the rules. After all, if the recording industry can list half the population of California in the "Special thanks to" section of the CD liner, can't the game industry afford a few lines as well?

Oh, and Kevin...thanks for signing my copy of Chickens! :wink:

Anonymous
Playtesters rewards?

...and kg... tell Anye to stick her nose in here on this site! :-)

FastLearner
Offline
Joined: 12/31/1969
Playtesters rewards?

Yeah, we need more evil, er... eggplant here!

-- Matthew

Anonymous
Playtesters rewards?

Will do. *Conspiratorial wink*

XXOOCC wrote:
...and kg... tell Anye to stick her nose in here on this site! :-)

Anonymous
Playtesters rewards?

*yawns*

Did somebody call for an eggplant?

*looks around*

:wink:

Anonymous
Playtesters rewards?

Anye... baby... is that really you??!!

Anonymous
Be Generous

I think the best option here is to be as generous as you can possibly afford. Handing out free product is a great way to please those who have helped you excedingly. If I were to view the production and sale of my game as a business, then I would be viewing playtesters as temporary employees. Of course I would not be paying these people cash, but in exchange for their time and effort, especially the most helpful I would give them a free copy (or 2) and recognition in the rulebook.

The reasons for this are three-fold. #1 - I like being generous. #2 - If the game ends up selling well then you can cut this gift out of your profit (better for taxes) and still benefit from that gift being given. #3 - If you provide one or two copies to a playtester and give them recognition in the rulebook, they will be much more likely to want the game to sell well (and as a result may help advertise it by playing the game with as many people as possible).

I guess I just look at it like this, if there is already a cost of $20,000 dollars on your head, it isn't a problematic cost to take 20 or so games out of that to give to give to people. If the game doesn't sell, then you are already out all that money, might as well make the playtesters happy. :roll:

-Michael

Of course I am just talking theory here

jwarrend
Offline
Joined: 08/03/2008
Playtesters rewards?

Another thing about this; let's assume your game gets published, and you want to acknowledge the playtesters in the credits. Which names do you put in? Every one who ever playtested the game? Or just those who gave you the "most" feedback? I would assume that with any published game as many as 30+ people could have played the game before it reaches the "publish" stage, but I'm wondering how many of those 30+ to credit in the rulebook. Normally I'd say "all of them" but perhaps rulebook space is limited and publishers may frown on a really long list of playtesters? Anyone with thoughts/experience?

Thanks,

Jeff

Anonymous
Playtesters rewards?

I've certainly had quite a few folks test some of my games, but a large percentage of them were little more than warm bodies filling out the game. There were several who offered good, thoughtful suggestions, and without a doubt they should be rewarded in some fashion or another. As for those who said little more than, "yeah, I liked it, it was fun", I'm not necessarily sure that even a credit in the rules would be warranted.

My pair of Lincolns.

Anonymous
Helpful/Not

Mikedew: /agree

-Michael

Syndicate content


forum | by Dr. Radut