Hollandazed: Thoughts, Ideas, and Miscellany — playtesting

FROM THE ARCHIVES: ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)

Mary Russell

Tags game design, playtesting

FROM THE ARCHIVES: ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)

Playtest, playtest, playtest. Even folks who only play games, and never make the transition to designing, know that playtesting is an integral - maybe even the integral - part of the process. A common refrain when a game disappoints us is, "Did they even bother to playtest this?" There are various reasons why we playtest. First, to make sure the game works as intended; second, to make sure the game is fun; third, to catch and eliminate ambiguities; fourth, to make sure that there's some decent amount of replayability; fifth, to ensure the game's balance isn't broken. And there is...


ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)

ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)

Playtest, playtest, playtest. Even folks who only play games, and never make the transition to designing, know that playtesting is an integral - maybe even the integral - part of the process. A common refrain when a game disappoints us is, "Did they even bother to playtest this?" There are various reasons why we playtest. First, to make sure the game works as intended; second, to make sure the game is fun; third, to catch and eliminate ambiguities; fourth, to make sure that there's some decent amount of replayability; fifth, to ensure the game's balance isn't broken. And there is...