Hi,
I am testing my games with always the same group of people. This bunch of people has seen the game develop over time and has seen many changes done with the product.
Now it is quite difficult for me to decide whether their opinion over some points is still valuable. For example they know the rules of my game in and out, but they have also played willingly my game for many times. They just take a few moments to check the rulechanges I have introduced and are off to play the game. So their info on how complex or easy they rate the rules is rather useless...am I right?
Indeed now I don't know what to think of the game, because the know it so well, that they surely aren't able anymore to decide whether the game has a good appeal at first sight, because they already know the most important parts of the game. So how often should I change Testgroup when I am testing a game?
Still I have made changes to the game because of comments of this game group...what If I have made a game, that is good for this specific kind of people, but doesn't "click" with the rest of the world?
Do you have similar doubts, when developing a game?
How often and when do you change testgroup?
How often to test a game with a Gamegroup?
In my opinion/experience, a group like the one you're describing is ideal for tinkering with and perfecting a game, since they'll see every little change you make and can evaluate whether it is an improvement or not. A group like that is what you need to get the game to work flawlessly.
After that, outside groups are valuable for making sure the rules are understandable, for learning if the game has broad appeal, and for finding out if there are strategies that your group hasn't thought of that are unbalanced in some way.
Both kinds of groups are essential for taking a game from prototype to published design, but I think that the kind of group that you have is the most essential: if you can't develop the game to a point where it works really well, all of the other questions are moot, and it takes a commitment to advance a design over many iterations, something that only those who have come to really care about a game will be willing to invest. But if you can, it's very useful to be able to get a broader perspective whenever possible.
Good luck,
Jeff
You are very luck to have a group of friends that supports you so well. They must like the theme and game play to keep coming back for more. At this point their opinions are invaluable.
It sounds as if you have had many small revisions, and not any major ones. Make as many revisions with this group as possible, or until you are satisfied that game play is very smooth. Fix any glitch that needs to be fixed while playing with this group.
Only after you are satisfied that everything runs smoothly, triple check the instructions for clarity. Clarity in the instructions is what will make or break you. You should be confident that some one can pick up your game and play it, they may need to check the instructions from time to time, but you shouldn’t have to be there to explain it to them.
Have your group do a full read of the instructions and fix any glitches there also.
You could toss the idea of a play test out here on this forum, (If you can find anyone here that likes games)
If you don’t like that idea due to location, or shipping charges or what ever, take the game to your local game shop. If you can’t do something like that, have each friend bring a friend to play.
Many of my friends are not “serious” gamers, so you might need to think of target audience also. RPG, Axis and Allies, CCG, Hex games, Classic style board games, Card games, Apples to Apples, etc…are all different styles and people prefer one over the other, (people are just that way). I don’t know your game but I bet that there are similar games published.
Just my 2 cents, Good luck with your game.