Less playtest may be good.
I guess I've not done much game playtest (and even less was RPG playtest), but coming over from my professional field (real-time medical instrument engineering), large amounts of testing are the last resort of a company that doesn't know what it's doing.
A company that understands what it's doing should be able to catch the vast majority of defects before testing even starts - for example, from design inspections, implementation inspections, proofs, or from modeling.
Frankly, in any edition of (A)D&D, if I wanted to add a substantial novel new element or set of elements, I'd create a mathematical model, use that model to verify what the element did, and at most playtest to verify that there weren't large holes in my model (in other words, it wasn't the game element itself that I was testing; it was the model).
So I guess what I'm saying is that testing is only one means of verification, and it likely isn't a particuarly efficient one (it isn't in any engineering or mathematical field I've studied formally), so I'm not particuarly disappointed if there is less playtest in 4E than there was in 3E.
In fact, it's quite possible that that is a good sign.
Just to demonstrate that I'm not making this out of thin air; examples from General Principles of Software Validation:
Replace the word "Software" with any other large piece of math (like, say, a complex game), and I think you'll understand my point.
I guess I've not done much game playtest (and even less was RPG playtest), but coming over from my professional field (real-time medical instrument engineering), large amounts of testing are the last resort of a company that doesn't know what it's doing.
A company that understands what it's doing should be able to catch the vast majority of defects before testing even starts - for example, from design inspections, implementation inspections, proofs, or from modeling.
Frankly, in any edition of (A)D&D, if I wanted to add a substantial novel new element or set of elements, I'd create a mathematical model, use that model to verify what the element did, and at most playtest to verify that there weren't large holes in my model (in other words, it wasn't the game element itself that I was testing; it was the model).
So I guess what I'm saying is that testing is only one means of verification, and it likely isn't a particuarly efficient one (it isn't in any engineering or mathematical field I've studied formally), so I'm not particuarly disappointed if there is less playtest in 4E than there was in 3E.
In fact, it's quite possible that that is a good sign.
Just to demonstrate that I'm not making this out of thin air; examples from General Principles of Software Validation:
FDA said:
(Emphasis in original)FDA said:
Replace the word "Software" with any other large piece of math (like, say, a complex game), and I think you'll understand my point.
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