If that were the goal there would be no playtesting because there would be no changes. Backwards compatibility is the easiest design in the world: change nothing.
But they are changing things, and that means systems interact. Determining how all those systems interact requires having all those systems all operating simultaneously.
People in this thread are acting like this has never happened before and we don't have a model for how this works.
If you want to playtest a game, you need to present the game. It's certainly possible that you can present a completely isolated element-- a class or race or set of spells -- but that isn't what is happening here.
You can't test a subsystem that interacts with a different subsystem you aren't also testing simultaneously.
Software design repeatedly shows this is incorrect. Like, all the freaking time. It's one of the reason we write unit tests, so we can quickly prove that the new parts haven't messed up the old parts.You can't test a subsystem that interacts with a different subsystem you aren't also testing simultaneously.
Are you sure software design and RPG game design are equivalent?Software design repeatedly shows this is incorrect. Like, all the freaking time. It's one of the reason we write unit tests, so we can quickly prove that the new parts haven't messed up the old parts.
In RPG testing mode, you can put out a few pregens and thrown together monsters to test an incomplete combat system even though you don't have character generation, monster generation, encounter balance, or mounts, vehicles, hazards, or a number of other parts of combat done. But you can see if your foundation is good, and then you can add onto it. Same for other parts.
No, but they have similarities. We can learn from one devotion and see what lessons fit elsewhere.Are you sure software design and RPG game design are equivalent?