Gabe I LOVE these playtesting tips! It was an absolute pleasure to speak with you on the podcast about playtesting from a technical, data-driven side, but you should absolutely not overlook the human side of it and I'm so glad you covered this here!
Thank you for taking the time to post these excellent tips! The problem I've had with playtesting are the many types of players out there. Two of my most recent playtesting sessions have each had 1 very aggressive competitive alpha player. This is tough in a play test because while I'm trying to set the atmosphere and expectation that this play-test is just to discover what's wrong with my game these aggressive players don't seem to be able to separate themselves from their innate competitiveness. They don't want to just win they want to destroy the other players. Everyone else at the table is on edge as a result and I don't think even a vanilla scented flamethrower could return the mood to something friendlier and more akin to constructive criticism. Any thoughts on this? I still appreciate these players taking time to play my game but it makes it very difficult to get any data worth while because they're impact on the game changes how everyone else would normally play if they weren't there. Everyone else seems to adopt the "let the wookie win" attitude 🤔 Anyway thank you again your videos are so helpful to us fledgling designers.
Gabe I LOVE these playtesting tips! It was an absolute pleasure to speak with you on the podcast about playtesting from a technical, data-driven side, but you should absolutely not overlook the human side of it and I'm so glad you covered this here!
Playtesting tips are always helpful. Merci!
Thank you for taking the time to post these excellent tips! The problem I've had with playtesting are the many types of players out there. Two of my most recent playtesting sessions have each had 1 very aggressive competitive alpha player. This is tough in a play test because while I'm trying to set the atmosphere and expectation that this play-test is just to discover what's wrong with my game these aggressive players don't seem to be able to separate themselves from their innate competitiveness. They don't want to just win they want to destroy the other players. Everyone else at the table is on edge as a result and I don't think even a vanilla scented flamethrower could return the mood to something friendlier and more akin to constructive criticism. Any thoughts on this? I still appreciate these players taking time to play my game but it makes it very difficult to get any data worth while because they're impact on the game changes how everyone else would normally play if they weren't there. Everyone else seems to adopt the "let the wookie win" attitude 🤔
Anyway thank you again your videos are so helpful to us fledgling designers.
Hi, I'm Tyree and I would like to know your opinion on play testing my board game with other people. Not knowing if they would steal your idea?