Frequent
readers of my missives over at Hobby Games Recce know I’m prone to fits of
nostalgia, especially when I start musing how game companies operated before
the Internet Age. The process of playtesting a game -- sending out materials
for outsiders to play and critique, all with the goal of testing game mechanics
and player/customer impressions -- is no exception.
The Analog Past
In my past
game company experience, primarily with West End Games, the investment in time,
material, and postage proved a steep threshold that made out-of-house
playtesting a part of only the most
privileged projects. (In-house playtesting occurred as time allowed, propelled
by enthusiastic personalities and overall corporate interest in a project…overall
it probably had more influence on a project than out-of-house playtesting.)
West End
didn’t send out playtesting material because it consumed too many resources.
Editors involved in the process spent too much time coaxing decent copies out of
the ancient photocopy machine, then collated them and packed them off in the
post. Drafting non-disclosure agreements and going back and forth with
signatures and copies consumed time and focus, too. For the effort we received
lackluster (if any) input from playtesters; like playtesters then and now, some
commentary was useless while input from a rare few playtesters proved valuable.
On top of this the sheer scope of dealing with a licensed property at the time
-- with numerous levels of approvals with the licensor company -- consumed a
great deal of time and effort, though it at least offered one level of
authenticity as the intellectual property owner (usually his designated agents)
reviewed material to make sure it remained in the spirit of the original
property. All this somehow fit within the myriad duties of an already demanding
production schedule (for instance, for much of my time at West End Games --
1993-1999 -- the company released on average two or three books each month,
with few coming in at less than 96 pages).
The vast
volume of material submitted for The Star
Wars Roleplaying Game did not see playtesting beyond an editor’s evaluation
and any play experience author’s incorporated in their drafts. Several of my
own scenarios eventually found their way into publication after “playtesting”
them at conventions or with friends, notably my contributions to Instant Adventures, a few scenarios in The Official Star Wars Adventure Journal,
and a charity celebrity scenario I ran with Star
Wars author Timothy Zahn and several lucky bidders that later appeared in
the Journal (“The Kaal Connection”).
I have vague
recollections of sending out bulky packets of playtesting material on a few
West End Games projects, notably the DarkStryder
campaign for the company’s well-known Star
Wars Roleplaying Game. I’m sure the refined D6 System mechanics for the Hercules
& Xena Roleplaying Game went out to trusted playtesters given the
editor/developer’s enthusiasm for and dedication to that project. My
impressions from company lore gleaned over the years indicates earlier games
like TORG and the first edition Star Wars rules had far more
playtesting, though they came about in an era when West End Games still valued
playtesting from its involvement publishing wargames and before an aggressive
production schedule made playtesting prohibitive.
The Digital Present
Today
playtesting occurs entirely on the computer…no photocopying, no stuffing
envelopes, no address labels, no watching the post box for responses, no
distant and infrequent communication with playtesters by snail-mail.
I convert
layout or text files to easily shared PDF files. Earlier in the Internet Age I
e-mailed playtester PDFs directly to individuals and received their comments
via e-mail. With such wonderful community networking tools as Google+ I can
solicit playtesters for a particular project by posting to my public contacts
or private circles, answer initial questions and collect names for
participants, post the PDF to a common folder on Google Drive, limit access to
invited playtesters, and either receive their comments via e-mail or right in
the shared document.
The action
threshold is so low, sending material out to playtesters is a no-brainer.
Instead of focusing on expending the effort to produce and distribute
playtesting material, I can concentrate my efforts at providing tips for
different approaches to the material and offering questions to elicit responses
that might affect certain design issues lurking behind the scenes.
As an
independent game designer attached only to my publication imprint (Griffon
Publishing Studio) I don’t have a huge corporate structure to hold me back, and
I enjoy a more lenient production schedule releasing games when I feel they’re
ready rather than when the company needs them to flow out the warehouse door on
a monthly basis (“We release no game before its time,” so to speak). Still,
digital advancements make the playtesting process so easy I often send material
out several times -- preliminary rules, basic draft, final proof draft -- or
offer updated versions or additional material during the process.
Participation
in playtesting -- like any other activity -- always falls off, but these days I
don’t worry about wasted effort given how little the process takes me to send
materials. About half the people I invite to playtest respond, and about half
of those who actually look over the material send comments back. Often only
half of those are truly useful (even negative feedback), but I’ve been lucky
and have a friendly, professional core of playtesters who go beyond answering
the questions I pose and really examine the material from several angles.
One of my
projects has coalesced to the point where preliminary material is ready for
playtesting. Having sent it out and received constructive criticism and
insightful impressions within 10 days or so, I’m happy to have access to the
digital tools and online community to stay in touch with fellow gamers and
developers. My solitaire u-boat wargame Operation Drumbeat endured two rounds of playtesting and a solid proofreading session
all handled rather quickly thanks to e-mail and PDF attachments.
It shouldn’t
surprise me. Most communication in game production today -- contract work with
authors and artists, playtesting, art reviews, editing, -- takes place across
the internet through e-mail, chat, collaborative file-sharing, even video
conferencing in Skype and Google+ Hangouts. Before the internet the phone and
post remained the primarily means of communication, awkward, time consuming,
and rarely efficient. The internet has replaced much of the physical
infrastructure of running a game company and accelerated the pace of creation,
production, and business, helping to put material into the hands of more
creative minds, from inspired amateurs to old professionals without the means
to operate a full brick-and-mortar operation.
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