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Worlds of Design: Game Design Rules of Thumb - Part 1
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<blockquote data-quote="Thomas Shey" data-source="post: 8212200" data-attributes="member: 7026617"><p>The benefits of blindtesting aren't so much about balance (though they can inform that) so much as allowing the author to know that there are assumptions they're making about the routine end-user and how they'll use the system that may be faulty. Its obviously true that a couple hundred playtests isn't going to be as revealing as the (presumably) at least couple thousand you'll get once its released in the wild, but if you manage to avoid pre-selecting too badly for a subset of users, you can at least find some way around your own expectation blindspots.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8212200, member: 7026617"] The benefits of blindtesting aren't so much about balance (though they can inform that) so much as allowing the author to know that there are assumptions they're making about the routine end-user and how they'll use the system that may be faulty. Its obviously true that a couple hundred playtests isn't going to be as revealing as the (presumably) at least couple thousand you'll get once its released in the wild, but if you manage to avoid pre-selecting too badly for a subset of users, you can at least find some way around your own expectation blindspots. [/QUOTE]
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