playtesting

This note last modified December 16, 2024

  • Playtesting, avoiding evil data

  • playtest early and often

  • your players aren’t stupid

  • don’t intervene

  • think aloud

  • “How would you describe this game?”

  • Players know their feelings, you know the solutions.

  • Use the feelings wheel rather than asking about emotions

  • What was the most frustrating moment or aspect of what you just played?

  • What was your favorite moment or aspect of what you just played?

  • Was there anything you wanted to do that you couldn’t?

  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

  • What were you doing in the experience?

  • How would you describe this game to your friends and family?

  • What could have been explained better or earlier when I was teaching the game?

  • What do you wish you knew when you first started playing?

  • Is there anything you feel like you still don’t understand, even after finishing the game?

  • What was missing from the player boards / reference cards?

  • What did you want to do, but couldn’t or was unable to do?

  • Were your decisions meaningful, or did they feel like they didn’t matter?

  • What were you asked to memorize / internalize / recall? Was this too much for a game like this?

  • How would you describe your strategy?

  • What other strategies did you see or think of?

  • Did you notice a first or last player advantage?

  • Did you notice a dominant strategy?

  • What kind of emotions or feelings did you feel / notice as you played?

  • What brought those emotions out, the game or another player?

  • Which elements helped you feel immersed in the theme of the game?

  • Which elements took you out of the game’s theme?

  • What moments were the most fun? What moments felt like work, or were boring?

  • What felt balanced or unbalanced? (Remember we’re focusing on feelings here, not the raw math of things.)

  • Did you notice any accessibility issues? (Examples: color-blindness, required cultural knowledge, high cognitive load, lots of memory elements, etc.)

  • How long did the game feel (too short, too long, just right)?

  • Did the mechanics work well with the theme?

Playtesting questions taken from here (https://schellgames.com/blog/the-definitive-guide-to-playtest-questions) and here (https://www.entrogames.com/2020/05/what-to-do-after-the-playtest-20-playtesting-questions-that-set-players-up-to-give-great-answers/)