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Confirmation bias and complexity blindness

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jonny muir
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Hi all,

What techniques do people use to avoid getting feedback that just confirms what you want to hear?

Whilst designing my game (for a university course) I have fallen into a couple of traps.

1) falling in love with my own ideas (when in reality they may not be that good).

2) what I am going to call the "setting your own pub quiz" trap. This is kind of like a blindness to complexity, difficulty or just things that don't make sense. I've noticed that if you use the same participants for multiple playtests they can share these with you.

What strategies to people favour in this area?

I am very new to the field of game design, any pointers in the direction of papers, books, videos etc would be gratefully received.

polyobsessive
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The pessimism defence

For me, I make a note of pretty much all the feedback I get, but I do make a point of ignoring pretty much all of the positive spoken feedback. And I'm not going to ask "did you like the game?" or "what was your favourite part of the game?" very much.

The reason for this is that the most important feedback I can get is from simply watching the players. I can generally tell if they are bored, confused, annoyed, engaged, or having fun by watching how they behave.

When I'm asking questions, the main point is to find out what is bad about the game, what doesn't work, what is too complicated. I can usually figure most of that by watching, but asking for the problems sometimes helps.

So my defence against only seeing the good side of things is to actively look for the bad. Of course, this can get a bit depressing at times, and requires the development of a really thick skin, but it seems to work for me. And people seem to enjoy my games often enough for me to feel that it is worth carrying on.

As for sources of help, advice and information, good starting points include "The Kobold Guide to Board Game Design", which is a collection of fascinating essays edited (and contributed to) by Mike Selinker, and "Tabletop: Analog Game Design", a similarly broad collection edited by Greg Costikyan and Drew Davidson. The latter has the additional advantage of being downloadable as a free PDF or read online at http://press.etc.cmu.edu/content/tabletop-analog-game-design

let-off studios
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Two Questions

When I see a game of mine tested for the first time - or I play the game with a group of gamers I don't know, say for example at a casual board game social - I open up to them at the outset that I'm looking for the answers to two questions:

- What's one thing you think worked well in this game?

- What's one thing in this game that you think needs work, or could be done better?

Telling folks this kind of thing up front is a safe way to encourage them to point out stuff they didn't like. Furthermore, the feedback you receive for things that worked well can also clue you in on the 'key engagement' or 'hook' of a game that you may be able to magnify or enhance, as you cut out stuff that doesn't work.

In a sense, you give people permission to talk about what they don't like. In my experience folks seem quite receptive to this, because they may gain the impression that they won't hurt your feelings. Try that and see if it works out better for you.

X3M
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You can also ask some

You can also ask some indirect questions. This worked very well for me because I have such a small play tester base.

Even if they are positive to your game. You can always ask:
- What would you like to see added to this game?
Followed by:
- And why would you like to see this added to the game?

Often they will mention something that they aren't unhappy with at first glance. But they don't know themselves yet. After a couple of games, it might become too unpleasant to them for one reason or another. And thus it does need a change.

Corsaire
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It's probably worth pointing

It's probably worth pointing out that board game design itself is very new to board game design. There are 100 times more resources on video game design. It's only in recent years that board game design has started to move from being an alchemical process to something people might teach a course on.

There is a podcast called Ludology that covers many things in the arena board games and board game design. Here's a specific podcast on playtesting:
http://ludology.libsyn.com/ludology-episode-84-the-playtests-the-thing-0

If you look around these forums, you can see there are topic sub-areas. You might want to explore this one:
http://www.bgdf.com/forums/game-creation/playtesting

radioactivemouse
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simple

1) Watch them play. You'll find what needs to be done by watching.
2) Diversify the testers. I went to local board game meetups, conventions, game stores, wherever I could find strangers to play my game. It's long, arduous, and uncomfortable, but that's how I did it.

I take in all feedback. I ask as many questions as I can...even positive feedback, over time, can point out serious issues in your game. It happened with my game and it can certainly happen in yours.

But, as one that teaches game design myself, I understand the meaning of getting the best work done. Here's some advice: Don't worry about it too much. I explain this to my students in this manner: Your first project will always suck. It takes time, consistency, and work to get it right. Even when I teach players games, I let my players know if they screw up in the game, but I always respond that the first game is a learning game.

As far as books, I recommend A Theory of Fun for Game Design by Raph Koster.

This isn't a career where you can just "get it" and you're fine. Being a good Game Designer takes time, and you have to allow that time to teach you.

ez
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Kill your darlings

Now how do you break up with your not so good but lovable ideas? For me, my bad ideas die pretty quickly as soon as I playtest them. So, I playtest as early as possible.

When it comes to feedback I guess everyone processes things differently, so you have to find out what works for you. How do you respond to feedback? If you know that you have a problem with confirmation bias, that is great! At least you know what to try to avoid.

There are some nice tips from everyone in this thread. I also find Cardboard Edison very helpful: http://cardboardedison.com/ https://twitter.com/CardboardEdison

Here's one interesting article they posted recently about playtesting feedback: http://www.wiltgren.com/2016/01/18/a-simple-way-to-get-great-playtesting...

As for blindness to complexity, I personally recently went through each mechanic and component in one of my games and thought of a way to remove it or make a mechanic work but without the extra component. Systematically went through the game rules and components basically trying to remove them. Simplifying. In the process I found out what was most important to the game, what could be slimmed and what could be removed entirely.

jonny muir
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Thank you all for your

Thank you all for your invaluable advice.

I have a good bit of reading and listening to do, which is great (oh, and 'doing' of course!)

I like the 'kill your darlings', brilliant.

Also I hear what you say about it taking time and hard work. I realise I have only four weeks, of which only one is now left to get my game into shape, and to do it properly takes so much more heartache and graft. (This is for a design degree - and yes the articles you have pointed me at will be read and cited!)

I'll keep you updated with how it goes, this is fueling a new love of board games...

mcneipl
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One idea that I often use is

One idea that I often use is to tell people I am testing a game for someone else. This way if they have to tell me it is terrible they aren't worried about offending me. Because you are correct, if you lead people at all they will be biased to tell you what you want to hear. And if they know it is your game they will be even more so likely in my opinion.

Tedthebug
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Just starting out myself

For books, check out The Art of Game a Design by Jesse Schell. It's about video game design but a lot of the concepts are still relevant. He has cards, & a digital version, that has topic/questions to make you think about key aspects which I've found useful to make me consider stuff I may have overlooked in the initial rush.

Having a few open questions is what I've found useful so you can direct them towards what you want to know & then let them go. As others have said, watching them from a safe distance so they don't feel you staring at them gives good, subconscious, indicators of what they may be thinking or feeling. Also letting them do anonymous feedback forms can help. Maybe have the forms with some more questions & then a box they can put them into could help as they may be more open if they can say it & then leave before you find out who said what.

For play testers, I've found that going to open game nights at local game stores has helped & I'm trying to get in contact with gaming clubs at the local tertiary institutions. I've contacted the local primary school & taken some younger market games up to a lunch time game group they have & the kids were great. It was hard to pin down good feedback as they were hyper & everywhere at once, & the prototypes took a beating but overall I found it was worth the effort & I'll be going back again soon.

jonny muir
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That's a great idea (telling

mcneipl wrote:
One idea that I often use is to tell people I am testing a game for someone else.

That is a great idea, thanks.

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