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How to get good feedback (for designers)
- Tell your players what stage of the process this game is in to give them a sense of what they should expect. Is this an early prototype? A polished iteration? Nearing release?
- Practice reading and explaining rules. Feedback will only be valuable if the game was actually played by the defined rules, and you don’t want the feedback at the end of your session to revolve around not understanding the rules. Check out the [rules explanation guide/video].
- Once people are playing your game, allow them to make mistakes. As long as they are following the rules, you can give them subtle nudges towards strategies they might not understand, but allowing them to fail teaches you far more about your game than playing it for them.
- Make sure you have enough time for feedback (at least ten minutes). If the game is going too long, you might have to cut it short, so let them know ahead of time so they can make moves accordingly.
- Try to listen to feedback with neutrality. You have no guarantee players will enjoy your game, and every player is different. Remember that fun is subjective, and you are here to get constructive criticism.
- Remember to ask clarifying questions when you need to, and don’t tell playtesters they are wrong (although you can always re-explain a rule if you think it’s important). You’re not here to convince the players to like your game.
- Always keep in mind that this is YOUR game, not theirs. They are entitled to their opinion, but stick to your design goals. If the game feels like it’s working for YOU, then it’s working. Take negative feedback gracefully, and don’t worry about comments that don’t fit your vision of where you want the game to go.
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How to give good feedback (for playtesters)
- Remember that these are PROTOTYPES. They can break. They can be ugly. They might be too long, too short, or totally unfun. Don’t take that out on the designer.
- BUT give honest feedback. If you didn’t like a game, say why you think it didn’t work for you. Use “I” statements: instead of saying “this game is boring” try, “I was bored during other player’s turns”.
- Avoid absolutes like “no one will enjoy this”. Remember that Uno, Warhammer, and YuGiOh have absolutely massive fanbases. A game can just not be for you!
- Respect the designers “ask”. If this is a primitive prototype, don’t get bogged down with the graphic design or marketability since that will all change. If they are nearly done and they are asking for feedback on the tutorial, don’t start telling them to go back to the drawing board because you didn’t enjoy the game.
- Focus on what was fun! It is so helpful as a designer to hear the fun part of a game, even if it was a small part of the overall experience. Amplifying the fun parts of the game and pruning off the boring nonsense is our job, and telling us the parts you enthusiastically enjoyed (even if you didn’t think the game worked overall) will help the next prototype shine!
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Please use these as a guideline for giving and receiving feedback at First Play LA events