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Blog Post by Robert J. Schwalb
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<blockquote data-quote="evileeyore" data-source="post: 6325944" data-attributes="member: 1768"><p>By testing them.</p><p></p><p></p><p>You let people play with the rules in "prearranged" tests and in "the wild". If your lucky you can get to watch most of the playtests as an "impartial observer" and ask your testers why things went as they did, get results from not only your perspective and observations but theirs.</p><p></p><p>Then you adjust and test again. And keep testing until you get the results you want "every time".</p><p></p><p>Then you advance out of Alpha build into the Beta process and test it truly in the wild with a small selection of "your audience". You again take in data from your testers and seee if you missed anything.</p><p></p><p>If it's clean, you release, if not you bug fix, and repeat until (as before) you finally get the results you wanted, or more likely at this point, as close as possible.</p><p></p><p></p><p></p><p>The problem is most tabletop game designers is they don't adequately test in the wild. The test among people who are actively developing the game, who know it well, so when these people run into problems they auto-correct, often without even noticing.</p></blockquote><p></p>
[QUOTE="evileeyore, post: 6325944, member: 1768"] By testing them. You let people play with the rules in "prearranged" tests and in "the wild". If your lucky you can get to watch most of the playtests as an "impartial observer" and ask your testers why things went as they did, get results from not only your perspective and observations but theirs. Then you adjust and test again. And keep testing until you get the results you want "every time". Then you advance out of Alpha build into the Beta process and test it truly in the wild with a small selection of "your audience". You again take in data from your testers and seee if you missed anything. If it's clean, you release, if not you bug fix, and repeat until (as before) you finally get the results you wanted, or more likely at this point, as close as possible. The problem is most tabletop game designers is they don't adequately test in the wild. The test among people who are actively developing the game, who know it well, so when these people run into problems they auto-correct, often without even noticing. [/QUOTE]
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