I’ve been doing a lot of playtesting recently, both as a designer and playtester, and that got me thinking about what an incredible, valuable resource volunteer playtesters are. But sometimes I’ve seen playtesters treated poorly, either by designers who were rude, argumentative, or who were just not making good use of their time, so I’ve been working on a list of things designers can do to help ensure playtesters (and designers) have a positive experience during a playtest session, and I thought I’d share it with the members of this forum to help spread the word.
This is not meant to be a comprehensive list about how to run a playtest, there are other resources out there for that, including the excellent book “Game Design Workshop” by Tracy Fullerton that has a whole chapter on playtesting. These are tips about respecting playtesters and valuing their time.
If you have any suggestions or things you’d like to see added, please let me know. I just want to do my part to help ensure that we are able to keep the volunteer playtesters as the precious resource that they are.
Here’s the list:
1. Be respectful to the playtesters. Remember they’re volunteering their free time to do this, which is very generous of them, as there are many other things they could be doing instead. The number of people who are willing to playtest is limited. If they have bad experiences because of a negative, rude, or toxic designer, they probably won’t volunteer to playtest again, hurting the board game community at large.
2. Don’t ask people to playtest your game if you’re not open to feedback and not willing to make changes to your game because then you’re just wasting their time and yours.
3. Don’t ask others to playtest your game if the rules aren’t far enough along so that the game can be played, and don’t make up rules as you’re teaching the game, because that’s almost certainly going to lead to a confusing, ineffective playtest session. It’s fine to test a rule change to see how it plays, but think of that rule change before you do the playtest.
4. Solo playtest your game first - multiple times - to ensure the game works at least at a basic level before asking others to playtest your game.
5. Be honest. If your game takes thirty minutes to learn the rules, don’t say it takes five minutes. If it takes an hour to play, don’t say it takes thirty minutes.
6. Respect people’s time. If your game is long, think about whether this particular playtest session needs to be for the entire game, or can what you’re trying to test be accomplished by doing a partial playthrough.
7. When explaining the rules at the beginning of the game, explain the rules in a clear and organized fashion to ensure that the playtesters understand the rules before they start playing.
8. Pay attention during the playtest session. Listen, take notes, record it if you can. If you’re checked out and not paying attention, what’s the point of even doing the test?
9. Be mindful of how you’re influencing the playtest session. Make sure your actions are not papering over problems in the game. For example, if there’s a complicated bit that you always do for the playtesters, you’re not solving the problem of what to do about the complicated bit to make it more understandable, you’re just papering over it by doing it for them.
10. Don’t expect or ask playtesters to design your game for you. Ask them how they felt while playing the game, ask for details on what they liked and didn’t liked – that’s the kind of feedback you should be looking for, not how to fix problems or how to make the game better. Figuring that out is your job.
11. Don’t argue with the playtesters. If you disagree with a point they made, keep it to yourself, think about it, and decide later if there’s merit in the point they were making or not. You’re not playtesting to defend your work. You’re playtesting to see what various other people think about it, and to try to make the game better.
12. If a session isn’t going well, stop it. There’s no reason to continue an unfruitful playtest session, or to continue testing if there’s nothing else to be gained from the session.
13. Show gratitude to the playtesters by listening to their feedback and by sincerely thanking them for their feedback and for their time.
Thanks everyone for the comments and feedback. I've added a few points to the list based on everyone's feedback. One is about making it easy for the testers to give feedback, not hard or whatever is easier for you (this reminds me of a time I just gave about 10 minutes of verbal feedback to a designer who then asked me to write it down on a form he had!), and the need for giving back and testing other people's games. Not only is this nice to do for the other designers, but it's good for you as well, you learn so much more that way by playing unfinished games.
Jeff, I agree with you, playtesters are gold. I'm super grateful to the random people that playtested the game I'm currently working on. One random guy who tried it pointed out a huge problem, and thanks to him, the game was greatly improved. Just some random guy at a Protospiel event who caught a major problem no one else noticed.