i couldn't help notice that many designers have trouble finding play testers. so i have come up with the perfect idea for that.
this is a website for designers and most of us are looking to play test our games. so when one designer wants to play test his game, he posts it with (playtest for playtest) in the title. and so when another designer who wants to playtest his own game sees it, they make a deal. he playtests the first designer's game and the fist designer tests his game. this way both the designers have their games playtested. they also get to test a new game and compare it to their one. and everybody wins!
what do you think?
playtesting for playtesting
I like the idea, but I think it would be even better if it matched on game length and component complexity and number of play test already done for the game. For example if I have a 15 min micro game with 15 cards needed, I wouldn't want print and play a complex 2-3 hour game that hasn't been play tested and has tons of complex pieces and custom dice.
If you could match it for a similar level game that would perfect. Just my thoughts.
And how you can test a game with another designer if dont live close to him??? This is a international forum.
I propose the use of some online systems as:
http://www.octgn.net/ (maybe, I dont tested so much)
or something playable from explorer as:
https://app.roll20.net/home
(Some video tutorials and many info here https://wiki.roll20.net/Main_Page)
or the "classic" VASSAL engine:
http://www.vassalengine.org/
If someone have a better online system just say here.
Im in tell me when you are finnished!
I think this is a splendid idea.
I've had ideas like this before. The problem with this is the same reason that you shouldn't pay your playtesters. Namely, when playtesting becomes a commodity, both parties will inherently be inclined to basically exploit each other, even unintentionally.
For example, say that Adam agrees to playtest your game 3 times for balance purposes. However, after the first game, he realizes that he hates it and doesn't want to play it again. But now he's caught between owing you 2 more plays, and his own inclination to not play again. At this point, he might choose to make up some data for those other 2 plays, or rush through them hastily in bad faith.
A lighter example might be something like–– your game takes a long time and requires 4 people, but about halfway through, one of those players gets sick and can't continue. What do they do now? They're committed to playing the game. Or rather (even worse) one of them is committed to making the others play the game. Maybe Adam will make up some numbers based on how he expects the game will turn out...? Maybe they will continue the game with Adam playing 2 sides...?
The unique problem in the case of playtesting is that the absence of data is better than fake data, and in either one of these cases, the quality of the playtest is being compromised because someone is trying to fulfill an obligations. Thus, playtesting under obligation is always risky. Most people would rather violate the integrity of your data than fess up and say they can't do their part on an agreement. That's just how people work, sadly.
For this reason, I think playtesting should always be voluntary (unless it's in-house, and it's your job).
I'd do it, but I've tried this before, and often the other designer never gets back to me.
Maybe its just me but I can't access the files you've posted
that would be awesome. the designer would then include the game lenght and complexity in the post. or maybe in the title in a short form. for eg. (playtest for playtest)playtesters required for 'Stealth'- a complex board and card game.
or a short dice game or a medium lenght card game.