Your Playtest Feedback
You’ve just about finished a session with your prototype. You’ve got friends and strangers sitting around a table, tallying up their scores and talking through their final plays. Any moment now, you’ll be asking them those fateful words:
“What did you think?”
This is a scene we’re very familiar with; playtesting clients’ games is an important part of our intake process, and we’re part of the broader game design community outside of work through Unpubs and Protospiels. The best playtests we’ve seen are always the ones that keep the following goals in mind:
Worry less about balance. Who had fun is more important than who won.
Read the feelings, not the words. Players will talk about specific mechanics, but your focus should be on the game as a whole.
Take yourself out of it. Invite strangers’ impressions and question your personal tastes.
These same thoughts are a critical part of design education for us graphics professionals, too, and they’re important for the very same reasons: they make sure that your feedback is not about your or your intent. It’s about how others use your design.
Worry less about balance.
Keep in mind that your audience won’t play your game nearly as much as you have. This survey of BGG users (though its sample size is admittedly small) indicates that most games get played less than a dozen times, and even users’ favorite games rarely get played more than a few dozen times. The vast majority of people who buy and recommend your game won’t ever play it enough to see how balanced it actually is in the long term, in the same way that you have in playtesting.
So what do you do with this information? Here’s our recommendation: remember that your audience will judge your game as new players. That means it’s more important for your game to feel compelling and balanced on game 3 than game 30. If your new players are getting creamed by a specific faction, they won’t care that all your factions have an equal win rate across your hundreds of tests; they’ll care that this one feels too powerful. Sure, if they play more they can figure out how to beat it, but will they want to if they don’t feel good about their first few games?
Balance primarily affects the experience of enfranchised gamers who play games over and over and over, and my and large, that’s the population that goes on to make their own games. It makes sense that game designers care deeply about making balanced systems that work well for established players like themselves. But realize that not everyone who buys your game is going to be like you. If their experience as a new player is tainted by something that only works well for experienced players, don’t discount that.
Read the feelings, not the words.
“I think this mechanic is way too strong.” “My friend lost because of this card.” “I think you should add a drafting mechanic.”
When players give specific advice or point out specific things about your game, it’s easy to take them at face value. You should definitely listen to and believe what your players are telling you, even if you don’t agree with it. Even the wildest perspectives are valid.
That said, remember that your playtesters can only see the surface of your game. They can’t see all the pieces in the same way that you do as a designer. If they say they dislike a mechanic, they really do dislike it… but what about it do they dislike? Is it too confusing to use effectively? Does it seem like it should be more powerful than it is? Is it contributing to an unfun pattern of play? They probably won’t be able to say in a way that’s useful to you. It’s your job to analyze their play and their feedback and figure out what their use of your systems made them feel. Most of the time, their specific recommendations won’t be the ones you’ll need to implement to solve the problem that they’re actually having.
If there’s an exception to this rule, it’s when speaking to other designers. They’re used to seeing how all the pieces flow together, and their critiques are more likely to target your system as a whole. That’s why it’s so important to join game design communities and get other makers’ opinions on your work. here’s no better way to get ready-to-implement expert advice on your project.
Take yourself out of it.
Designing a game is a deeply personal experience. You get to make exactly the choices that you want to, and include all the things you find most fun about the genre you’re working in. Nobody’s going to have a better tie making this game than you.
That’s a fine philosophy to take if you’re just making a game for yourself and your friends, but if you’re here on our site, you’re probably getting ready to publish your game for strangers to play (and buy!). That means you need to listen to strangers’ perspectives and cater to strangers’ desires. Not everyone who looks at your game is going to have your same interests and priorities, and you need to figure out what about your design is truly great and what parts are just your personal taste.
Blind playtesting is the best way to do this. Playing with friends and family, or even just with people you meet at a convention, has a very important constant variable: everyone at the table likes you. When you go to market, you won’t be able to rely on your high CHA to win positive feedback, and you definitely won’t be there to answer questions for every group that brings your game home. Having dispassionate feedback that focuses on the game and its rulebook is the best way to see if your project can stand on its own.
Once you’ve got that feedback, remember that it’s about your game, not about you. Players are going to criticize things about your design, things that you might personally like or be really proud of. It doesn’t make you any less of a designer if someone doesn’t like your work, or if you made a mistake and need to fix something. Don’t feel ashamed or discouraged if your blinds come back with a lot of negative feedback. Just consider it carefully and honestly.
We do this in graphic design, too.
The reason we’re able to recommend the above processes so strongly is because they’re principles common to all types of design, including graphic design. Critique is a huge part of design education, and young designers are trained to take feedback thoughtfully and dispassionately to make the best designs we can for our users without letting our egos get in the way. We know that first impressions are hugely important in commercial products; we know that users’ complaints aren’t always aimed deep enough; and we definitely know that our personal preferences aren’t always right for our clients or their games. We use that experience to make games easy to access, easy to manipulate, and easy to market to anyone who wants to play.
So when you hire us for your game, you’re not just getting hands for labor; you’re working with equals who understand the challenges and rewards of the design process. We’re always pleased to meet fellow designers; tell us about your game and let’s see how we can work together!
FAQ’s
Do you have more questions around playtesting your game? Here are a few questions we’ve heard from clients:
1. How crucial is playtest feedback for someone like me who's eager to get their board game playtested?
Playtest feedback is absolutely crucial for individuals looking to get their board game playtested. It serves as a vital source of information, offering valuable insights into player experiences, game mechanics, and overall enjoyment. Without feedback from playtests, it can be challenging to identify areas for improvement and refine the game for optimal playability.
2. Can you share specific instances where integrating playtest feedback significantly improved the outcomes of board game playtests?
Integrating playtest feedback has led to remarkable improvements in board game playtests. For example, by listening to player suggestions and observations, game designers have been able to identify and address issues with game balance, clarity of rules, and player engagement. These adjustments have resulted in smoother gameplay experiences, increased player satisfaction, and ultimately, a more successful board game.
3. What are some practical suggestions for efficiently gathering and making sense of playtest feedback when preparing for a board game playtest?
Several practical suggestions include implementing structured feedback forms, recording observations during playtests, categorizing feedback into distinct themes or areas of improvement, and seeking input from a diverse group of playtesters. By organizing feedback systematically and considering multiple perspectives, individuals can gain a comprehensive understanding of their game's strengths and weaknesses.
4. Are there any common pitfalls to avoid while soliciting and analyzing playtest feedback?
Yes, there are common pitfalls to avoid when soliciting and analyzing playtest feedback. These include ignoring constructive criticism, dismissing feedback that doesn't align with your vision without consideration, and failing to iterate based on feedback to improve the game. It's essential to approach feedback with an open mind, recognizing that even negative feedback can provide valuable insights for refining the game.
5. Considering I'm organizing a playtest for my board game, how important is it to incorporate iterative changes based on playtest feedback to refine and enhance the game's overall playability and experience?
It's crucial to incorporate iterative changes based on playtest feedback to refine and enhance the board game's overall playability and experience. By actively listening to player insights, making necessary adjustments, and testing again, designers can iteratively improve their game until it reaches its full potential. This iterative process allows for continuous refinement and ensures that the final product meets players' expectations and delivers an enjoyable gaming experience.

