Skip to Content
 

Level 1: Game Designer [Blog] - New Topic, Playtesting

7 replies [Last post]
TwentyPercent
Offline
Joined: 12/25/2012

Hey Folks

After two posts not game-design related, I've finally published a post on game design: Six Tips for Playtesting.

You are welcome to check out my blog, Level 1: Game Designer here:
Level 1: Game Designer

My goal is to publish a new post once a week (typically Monday or Tuesday), and the content will typically be about game design (although not always). I haven't published any games, but have been working on one for three years that will hopefully be done by the end of next year.

My posts are meant to encourage other aspiring designers while I share my own experiences and game.

If you want to follow me on Twitter, I'm also on @L1GameDesigner.

Thank you for your time and happy gaming!
David Smith

mcobb83
Offline
Joined: 06/07/2016
Where is the link?

David, there is a conspicuous empty space after the full colon above. Did I overlook the link, or is it mysteriously missing?

TwentyPercent
Offline
Joined: 12/25/2012
mcobb83 wrote:David, there is

mcobb83 wrote:
David, there is a conspicuous empty space after the full colon above. Did I overlook the link, or is it mysteriously missing?

Neither, it was ignorantly missing. I messed up the input link, so it didn't show up.

It is showing now, though. Thank you for catching that!

mcobb83
Offline
Joined: 06/07/2016
Thanks for clearing that up.

Thanks for clearing that up. I always like to read about the experiences of other amateur designers. It helps me to gauge my progress in relation to theirs, and I can get a feel of what works and what doesn't. It was a pretty good article too, everything was almost exactly what my experience was and I think those 6 tips are 6 things I'd say to someone just starting out too. Not that i'm much further along than just starting out myself.

chris_mancini
chris_mancini's picture
Offline
Joined: 05/01/2015
Playtesting on your own is SO

Playtesting on your own is SO necessary and valuable; the desire may be to pull a group together as soon as you have something mocked up, but I've found so much tweaking was needed after playtesting on my own that it would have been a waste of time for others to try and muddle through.

I'd also mention to try testing at different player counts; if you think the game is for 2-4 players, try with 2/3/4 players on your own and see how things shake out. Try out every possible configuration, test several times with each, THEN bring in new players once you feel like everything is working well enough.

TwentyPercent
Offline
Joined: 12/25/2012
All great points. Can we all

All great points.

Can we all agree solo playtesting is soooooo much less fun, though? =P

Don't get me wrong, it's critical and should be done before bringing others in to playtest. But too bad it's not half as fun. Maybe that's just my social nature, though. There are probably those that love it.

Squinshee
Squinshee's picture
Offline
Joined: 10/17/2012
TwentyPercent wrote:Can we

TwentyPercent wrote:
Can we all agree solo playtesting is soooooo much less fun, though? =P

Unless your game is a catastrophe. Those kinds of playtests are way less fun with people :)

TwentyPercent
Offline
Joined: 12/25/2012
Squinshee wrote:TwentyPercent

Squinshee wrote:
TwentyPercent wrote:
Can we all agree solo playtesting is soooooo much less fun, though? =P

Unless your game is a catastrophe. Those kinds of playtests are way less fun with people :)

Excellent point, I guess I'll consider myself lucky so far.

Syndicate content


forum | by Dr. Radut