[Rq-rules] The new One True Way

Lev Lafayette lev_lafayette at yahoo.com.au
Wed Aug 1 23:20:41 PDT 2007


In this a instance a game relevant to this discussion
was utterly unplayable after several iterations of
playtesting. Playtester comments, indeed even pleas,
were largely falling on deaf ears. It was only when a
final draft was bashed into shape by one particularly
competent designer *coughKennethHitecough* was there a
product even worthy of consideration.

Or, in other words, the entire playtest may as well
not happened and competent designer could have been
left to design the product without input. It sure
would have saved a lot of time and energy.

All the best,


Lev

--- John Pare' <parejf63 at hotmail.com> wrote:

> When a company creates a game, they WANT/NEED
> playtestors.  I may for 
> publication reasons or because they want to know if
> it is playable, getting 
> a third party conference.
> 
> They normally personally choose them from people
> they know or from people 
> they know will swing a certain way.   Playtestors
> are not necessarily a part 
> in the scheme and creation of a game.
> 
> The company knows what they want to do with it, and
> then regardless of input 
> from the playtestors, THEY DO IT...
> 
> In a sense, they are guinny pigs for a study.
> 
> Very rarely do people gain anything out of
> playtesting but getting to try a 
> new game.
> 
> Just my two cents...
> 
> I have been asked to playtest several games and I
> have declined for those 
> same reasons.
> 
> Come to think of it, no one I know of was even
> offered money or the book for 
> doing it.  All they got was there name mentioned in
> the book..
> 
> 
> 
> 
> 
> John
> 
> 
> 
> 
> 
> 
> >From: Lev Lafayette <lev_lafayette at yahoo.com.au>
> >Reply-To: "Discussion of RuneQuest rules."
> <rq-rules at crashbox.com>
> >To: "Discussion of RuneQuest rules."
> <rq-rules at crashbox.com>
> >Subject: Re: [Rq-rules] The new One True Way
> >Date: Wed, 1 Aug 2007 17:54:24 -0700 (PDT)
> >
> >
> >--- Jim Bickmeyer <bick10 at comcast.net> wrote:
> >
> > > Sometimes people become so invested in their
> ideas,
> > > that they can not let go or see something
> different.
> > >  And that is not only with game development.
> > > Another thought.  Playtesters might be ignored
> > > because of contradictory input from those higher
> up
> > > the food chain.  I'm just throwing out a couple
> of
> > > possiblities.
> > >
> >
> >Hi Jim,
> >
> >I understand those possibilities, but one asks why
> >bother with a playtest at all under those
> >circumstances?
> >
> >Whilst trying really hard not to play favourites on
> >the issue, the playtest of DBRP was *much* better.
> >There was clarity from the start on what was up for
> >debate (and what wasn't), there was continious
> >interaction from the designer (even with some
> pretty
> >significant lifestyle changes!) and there was a
> good
> >sense that we really were being listened to and
> that
> >our opinions had an effect on the design of the
> game.
> >
> >Indeed, I'm tempted to say it set a standard on how
> to
> >conduct a playtest.
> >
> >All the best,
> >
> >
> >Lev
> >
> > > Jim
> > > _______________________________________________
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> > > RQ-Rules at crashbox.com
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> > >
> >
> >
> >
> >
>
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