I don't know much about the methodology of playtesting in game design. But it strike me as pretty obvious that the playtest has pretty big marketing components, both advertising and market research. That was plain from the start, and what else would you expect?We're not participating in a playtest, we're market research. We're part of a mass focus group.
EDIT: Some other stuff that makes the marketing dimension of the playtest pretty clear:
From L&L:
Mearls said:This phase of the playtest was all about nailing the feel of D&D. D&D isn't simply a set of rules. It's a tool for creativity. What it does is important, but how it does it is just as critical. I also believe that D&D had wandered away from what players are looking for from it. The public playtest was our way to get back in touch with you in a way that ensured the next generation of D&D tabletop roleplay gaming was relevant to you.
And from another playtest thread:
Mike Mearls mikemearls 4 Aug
ReinhartLogos internal = proof of functionality. Can players use and understand? External = proof of value. Does this improve the game?
<snip>
So basically, they try to use the internal playtest to catch the lion's share of broken stuff and things that don't work as intended. Some things slip through that net. The public playtest is used to see how the public playtesters respond to the material, if its popular enough to go into the game, and also catch things that aren't working as intended.
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