Mostrando postagens com marcador playtesting. Mostrar todas as postagens
Mostrando postagens com marcador playtesting. Mostrar todas as postagens

sexta-feira, 4 de outubro de 2019

Ten ideas from Reiner Knizia about playtesting

Reiner Knizia is one of the biggest names in game design around the world. The German game designer is a mathematician and has his name associated to more than 700 games launched in many different countries. I had the honor to talk personally to Knizia in 2011, at DIGRA’s conference in Hilversun (Netherlands) and I watched a great keynote about the game designing process in the same event.



On that occasion, I gave Knizia my board game, YN, and had the opportunity to talk a little bit with him (a great achievement for my game designer career).



I follow Knizia in social media and I’m always taking notes about the knowledge on game design he shares on those platforms. In this post, I will reproduce 10 ideas Knizia showed recently on Twitter about playtesting (one of the most fundamental topics in the game designing process). Below, I listed the 10 points. Follow him by clicking here.

Playtesting 1. Those who do not play do not live. Those who do not playtest do not design.

Playtesting 2. Designs always work perfectly in your mind. The first playtest is the (often cruel) moment of truth.

Playtesting 3. Regardless of how much experience you have, you cannot develop a game on the drawing board – only at the playing table.

Playtesting 4. Game design is a classic iterative process of playing and improving – nowadays popularised as “design thinking”.

Playtesting 5. When your playtesters do not like your design, (usually) your design is to blame – not your playtesters.

Playtesting 6. I recognise good playtesters by my (frequent) urge to strangle them.

Playtesting 7. For your design to appeal to one group, test with one group. For your design to have broad appeal, test with many groups.

Playtesting 8. You can make (most) designs interesting through your play-talk - but when published, your design needs to speak for itself.

Playtesting 9. Blind playtesting, without you taking part, is as useful as other people going on a rollercoaster and reporting their experience.

Playtesting 10. When you have playtested your design to perfection, let it rest some time, then play again. – Expect to be surprised!

#GoGamers

quarta-feira, 6 de fevereiro de 2013

A little bit about playtest

Few weeks ago, the famous game designer Reiner Knizia (@reinerknizia) tweeted a very good point about the gaming creative process. Knizia said: "even if you are a great mathematician, the lifeblood of game design is playtesting, playtesting, playtesting!".

I think Knizia pointed out one crucial feature about game development in his post. I use to say that playtesting is not about playing alone your own game ten times, but putting ten players to play once and get feedbacks.



A good playtest shows the game's aspects of weakness and positive attributes, and can be an important tool for future ideas on your game design projects.

My advice is: put different kinds of players to play your prototype, watch each movement inside the game dynamics, take notes of everything and, finally, improve your game to a higher ground.

Another important thing: always try to play new games to create a better repertoire and a good critical view.

Go gamers!