Tabletop Game Prototyping, Playtesting, and Development – Stonemaier Games

Tabletop Game Prototyping, Playtesting, and Development

In yesterday’s video I discussed my process of prototyping, playtesting, and developing tabletop games. This is a deep-dive topic, so in addition to posting the video, today I’ll recap each of the different stages/categories in writing.

Introduction

  • This is the heart of game design: The idea inception and brainstorming stages are fun, but they’re just the tip of the iceberg. Most of the work of game design is making prototypes, testing them, iterating, and repeating.
  • The goal of playtesting and development is to make the game as fun, functional, intuitive, and balanced as possible.

Early Prototyping and Playtesting

  • Rapid prototyping, minimum viable product, early expectations: For the first attempt, I try to design just enough of the game so I can play a little of it. That is, if it’s a game I hope to someday have 100 cards, I don’t design all 100 cards up front, as most likely the game will change significantly over time. Instead, maybe I’ll design 10-20 cards, just enough for the game to function.
  • Tools: I use InDesign for file creation, an HP Laserjet 200 color printer, lots of spare tokens collected over the years, and a Cutterpillar to cut cards.
  • Sometimes playtest by myself, particularly before I know the game is even functional. I get the most value from other human players at the table, but I can smooth out the big rough patches on my own before subjecting anyone else to an early prototype.

Local Playtesting

  • I observe for moments of joy, frustration, or confusion. I also sometimes frame the playtest for what I’m looking for and where the game currently is.
  • I prefer to play, not just observe. Various designers differ on this, but I learn the most from local playtests if I’m there at the table too.
  • Allow edge cases but once you find them, steer away: It’s always great when a playtester finds a loophole or a broken element. But after they demonstrate it, it’s no longer useful to the playtest for them to repeatedly use the loophole to crush their opponents–if they can’t seem to stop doing it, I’ll physically remove the element from play.
  • I take lots of notes (I’m always surprised when a designer doesn’t take notes during a playtest), then I set them aside for a day for a little separation before I sit down to process the playtest and implement changes.

Blind/Unguided Playtesting

  • When a game is fun and functional, and I’m shifting the focus more to balance and intuitiveness, I start the blind playtest process.
  • This is typically when I write the rulebook (though I may already have a patchwork outline in place). A major reason for blind playtesting is to improve the rulebook. Every question playtesters ask about the rules is important, even if the answer is in the rules–that’s an opportunity to highlight it better or say it more clearly.
  • How to find playtesters and how to select them (full article): I use a quiz to find people who are good at share examples of what happened, why it happened, and how it made them feel. My best lead playtesters really do lead their playtests with some level of intuition, avoiding wasted playtests, and finishing on time. They enjoy writing, and they are willing to provide constructive criticism.
  • I send an initial note to potential playtesters to see if they’re available, and for those who are, I send a detailed note with the playtest timeline (typically 3 sessions within 3 weeks), privacy, urgent questions, a request for them to fill out the quantitative survey after each session plus a report at the end, and compensation (we pay our playtesters in their choice of store credit or PayPal).
  • Most of my session surveys ask for some consistent information, along with a few data points specific to the game: name, email, player count, length, winning/losing details, rating, bad, good, playtester names
  • I wait until the wave is over before I look at any results; I’ve found that if I read each report as I receive it, I may start to process the information without the full picture. After I have all reports, I either process them by myself (if I’m the designer) or I process and summarize them for the designer if I’m working with someone else (they also see the data and the full reports). Then I iterate, playtest, and do it again!

Development

  • What’s the difference between a playtester and a developer? Playtesters raise questions; developers propose answers.
  • A big part of the development process is data analysis. Having a critical mass of playtests and playtest data is important, but unless you know how to look at that data–particularly for balancing–you’re not getting the full utility out of it. We have a data analyst look at our playtest data.

Beyond

  • Limited digital testing only as a secondary option: I appreciate the option to playtest on Tabletopia–it’s great for rapid prototyping and remote playtesting. But there are so many elements and issue that can be obscured by digital playtesting but that are clearly apparent when you play with real components on the table.
  • Sometimes designers ask playtesters to record their sessions on video. I tried this with Charterstone and didn’t find it particularly useful–you need playtesters to have a really good audio/visual setup for it to work.
  • If you’re playtesting a campaign game, you’ll need to find playtesters to commit to many sessions of the same game (and significantly increase their compensation as a result).
  • Ruts and research: Sometimes I get burned out during the development process, particularly if I’ve can’t seem to get past a certain barrier to make the game shine. Two things help me when this happens: One, I always try to work on multiple games, so if I need to take a break from one, I have another to focus on. Two, I research other related games, either by watching videos about them or playing them (even if I’ve already played them) to remember how they solve the problem I’m facing in my game.
  • How many waves of playtesting are needed? When do I know the game is ready? It really depends on the game. At minimum, I put a game through 3 waves of blind playtesting, but it’s often more than that. I always ask playtesters to rate the game from 1-10, and if those scores are all 8, 9, and 10 and most of the feedback is just related to fine-tuning the game, that’s great. I pair that with my gut feeling from playing the game myself–part of it is logical, but part of it is me being really happy with where the game is in the process.

Here is the video detailing these different stages and steps:

What have you learned from the prototyping, playtesting, and development process?

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Related videos/articles:

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

10 Comments on “Tabletop Game Prototyping, Playtesting, and Development

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  1. […] Stegmaier and his blog for Stonemaier Games (some articles we found to be a great resource were his playtesting & development guide and his guide to board game illustration). His blog was one of the very few resources that could […]

  2. hi, would you have any advice on how to prototype plastic thermoformed insert trays to hold the cards and game items? There are no companies that would do it below 300$, even in China. We tried doing this in blender 3d model.stl file, some of these companies came back saying it needs to be CAD .stp file 3d model, which requires licensed software that is 245$ a month. How do you find a good designer for that? Is there a place where you can download examples of these inserts ready to print?

    1. The way we do it is that we send the specs to Panda, and Panda creates a prototype for us to test and adjust. Usually we go through a few samples before we select the final version. You can work with a company like Game Trayz to design the insert, or you can just let the manufacturer know what you want.

  3. Ruts and Research really resonated with me. I do enjoy the thought process of working on other games, yet in the back of my mind there is always the one that is closer to launch and feels the most important.

    For a long time development of Micro Midgard just wasn’t working – I knew where I wanted it to be, but when it came to fixing it I was just drawing a blank. I didn’t feel I could “see the matrix” to understand the game well enough yet. It meant I was making little to no progress on it, and so I was finding other tasks to do to feel accomplished (with a gnawing feeling that I was putting off what really needed doing).

    The big change came when I started scheduling time with others in advance to playtest it. Even though ‘today’ I didn’t feel like working on it, scheduling some time in the near future meant I couldn’t keep putting it off until tomorrow. It also felt like progress, even if the appointment hadn’t yet happened.

    So scheduling works really well for me in getting out of that rut

    1. I really like that, Ben—self-imposed deadlines that hold us free-wheeling designers accountable to others are super helpful!

  4. Hi Jamey. Great info as always. Would it be possible to share more details about the data points that you keep track during development?

    1. It greatly depends on the game. The data we collect for every game includes name, email, player count, length, winning/losing details, rating, bad, good, and playtester names. If there’s asymmetry, we track each winning character/faction/etc.

  5. Have you ever heard of screentop.gg Jamey? I recently discovered it as an alternative to Tabletopia. It was actually quite easy to get my game made in it.

    1. I feel like someone has mentioned it in the past, but I haven’t tried it. Thanks for mentioning it here!

    2. I like it so far. My game design has 42 custom dice and I think digital is the only way I’m going to be able to have other people try it out without needing my copy or needing to attach 252 stickers for theirs. (Which I will be doing to my prototype since my sharpie keeps rubbing off)

      Since programming is my day job, the inheritance and object oriented approach in the site wasn’t too bad once I got the hang of it. Haven’t tried tabletopia or BGA yet.

      Browsing their library it looks like some people use it to make fan games that would never realistically get published due to licensing issues so I wonder how much of a following it has for actual play and it just digital playtesting.

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