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General Tabletop Discussion
*Pathfinder & Starfinder
WotC_PeterS talks about his "aggresive playtest" (with Le Rouse, SKR, & Noonan)
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<blockquote data-quote="Xanaqui" data-source="post: 3951371" data-attributes="member: 56394"><p>To me, the model itself would be "fun" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> However, note that I'm not a professional game designer.</p><p></p><p>I'd guess that a number of inter-compatible, easily learnable options that give different but comparable results under a specific set of preconditions would be a good place to start. Another way to put it would be to eliminate what isn't "fun" - forced algorithmic defects which mean that there is only one useful option would be an obvious example; forcing players into situations where they have no impact is another one. Obviously, that wouldn't take into account any "fluff"; that would require inspection and/or review.</p><p></p><p>I'm not suggesting that all testing should be eliminated; merely that optimally, testing the end product shouldn't be the primary means of verification or of removing defects.</p><p></p><p>Think of it this way: let's say you're playtesting 3.0, and you find a defect in Polymorph. It's a pretty big defect, affecting dozens of creatures, a bunch of spells, some class abilities, and some special ability descriptions. Well, you don't just loose the time that it takes to correct whatever issues you have with polymorph in the dozens of places it was spread throughout the game, you already have lost the development time, writing time, and some of the testing time on those items up to this point. If you had, instead, found the defect in early design, you would have lost, say, a few hours instead of hundreds. The closer you catch a defect to its point of injection, the more efficient your overall process is, and the fewer defects reach the product that you test - therefore, the less you need to rely on testing.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 3951371, member: 56394"] To me, the model itself would be "fun" :) However, note that I'm not a professional game designer. I'd guess that a number of inter-compatible, easily learnable options that give different but comparable results under a specific set of preconditions would be a good place to start. Another way to put it would be to eliminate what isn't "fun" - forced algorithmic defects which mean that there is only one useful option would be an obvious example; forcing players into situations where they have no impact is another one. Obviously, that wouldn't take into account any "fluff"; that would require inspection and/or review. I'm not suggesting that all testing should be eliminated; merely that optimally, testing the end product shouldn't be the primary means of verification or of removing defects. Think of it this way: let's say you're playtesting 3.0, and you find a defect in Polymorph. It's a pretty big defect, affecting dozens of creatures, a bunch of spells, some class abilities, and some special ability descriptions. Well, you don't just loose the time that it takes to correct whatever issues you have with polymorph in the dozens of places it was spread throughout the game, you already have lost the development time, writing time, and some of the testing time on those items up to this point. If you had, instead, found the defect in early design, you would have lost, say, a few hours instead of hundreds. The closer you catch a defect to its point of injection, the more efficient your overall process is, and the fewer defects reach the product that you test - therefore, the less you need to rely on testing. [/QUOTE]
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Community
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WotC_PeterS talks about his "aggresive playtest" (with Le Rouse, SKR, & Noonan)
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