Someone on this forum once asked what the hardest part of game creation was. I think, from my own recent experience, that playtesting by yourself is *very* difficult. I
Playtesting Without Playtesters
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I hate playtesting against myself. I always lose!
Seriously, playtesting solo is very necessary. I also think that writing down the rules is another prerequisite to solo-testing. Often, I will find illogical things or ambiguous rules in my games simply by being forced to think about them when I write them down.
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I think I've mentioned previously that I'm a big fan of solo playtesting. I don't get to playtest with others very often; when I do, I want to be sure I get as much out of it as possible. I think I find a lot of weaknesses and holes when solo testing; I put myself in each "player's" mindset, and I try to make the best possible move based on available information.
One reason I've been able to solo test my games is that many of my games are tactical, with a relatively small strategic element. There's less planning to remember from player to player, so the testing isn't difficult. Of course, I want to push myself to start making deeper games, so I don't know how successful solo testing will be in the future.
As mentioned previously, solo testing can never replace real playtesting; but it is a very helpful tool to find glaring problems with initial game rules.
Hello all, this is my first post on the board.
Welcome, glad to have you aboard!
Maybe it is, but not to the degree I thought. I know I'm an excellent playtester and have great instincts when testing a game but when it comes to one I'm designing I really lose a lot of the perspective I had as someone outside of the design team.
I think this happens in any form; a creator is often too close to his/her work to make truly objective decisions about it. Authors have editors, film directors have focus groups, rock/pop musicians have producers, and so on. The funny thing is, in most other forms, the creator of the work only needs to audition his material in front of a relatively small circle of people for input. Even then, he/she may only use a small part of the advice received.
As I wrote above, filmmakers have focus groups sometimes. While in post-production, they'll screen their movie for a small audience, and then ask their advice. This might seem to be a perfect fit, and indeed many movie studios run their films through quite a few focus groups. However, a director who takes too much advice from the public will wind up releasing a watered-down, directionless piece of trash.
My point here is that game design isn't like other forms, where the creator of the work can "trust his gut." We need much more input from the outside while we're finishing up our designs. Movies, books, and albums don't go through a creation process as public as games. None of them are "playtested" as they're being made, to the extent that a game is.
I think this is an important point for me because in writing school, I was taught to welcome outside advice, but to trust my own instincts in the end. Instincts are still important in game design, but not nearly as much.
A couple of suggestions I'm planning on using (I've modified them from screenwritting courses) involve getting people together that aren't involved in the game and have them play it without me while I observe--QUITELY.
I don't think it's too much of a problem to be actively involved in the early playtests of your game. You'll get a decent feel to a person's interaction with the rules, and where they find the "fun factor" of your game. As your design gets more polished, though, you may not want to be as involved, for the reasons you gave.
In fact, at that point, you may not even want to be in the room observing the session; players may water down their criticisms in your presence, no matter how invisible you'd like to be. You don't want players to hold anything back in their criticisms (though it helps when they're tactful :) ), because you need to hear any potential negatives about your game as early as possible.
So: blind test. Send a copy of the game and its rules to a game group. Let them play it, and send you back a report of how they thought it went. Note that this will test the whole package; not just your gameplay, but your rules and your components will go under the microscope as well. Even if you're not planning to self-publish, you'll need those elements of your game to be as strong as possible, so your testers will only be concerned about your game's play.
Best of luck!
You can hire professional playtesters often professional board game design companies have this in their line of work.
Also if the game has simple rules like Taboo for instance should not be too much of a problem to sort the rules out after a few weeks playtesting
Regards
Just IMHO, there isn