Tabletop Game Prototyping, Playtesting, and Development
In today’s video I discuss the process of prototyping, playtesting, and developing tabletop games.
Introduction
• This is the heart of game design
• goal is to make the game as fun, functional, intuitive, and balanced as possible
Early Prototyping and Playtesting
• rapid prototyping, minimum viable product, early expectations
• tools: Cutterpillar, color printer, lots of spare tokens
• sometimes playtest by myself
Local Playtesting
• look for moments of joy, frustration, or confusion
• play, don’t just observe
• allow edge cases but once you find them, steer away
• take notes then set them aside for a day
Blind/Unguided Playtesting
• writing the rulebook
• privacy, urgent questions, survey plus report, and compensation
• how to find playtesters and how to select them: stonemaiergame... (I look for what happened, why it happened, and how it made you feel, some level of intuition, avoiding wasted playtests, finishing on time, those who enjoy writing, willingness to provide constructive criticism)
• I send an initial note, then the full details
• what I ask in the survey: 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, then I iterate, playtest, and do it again
• Improving the rules-every question matters
Development
• Playtesters raise questions, developers propose answers
• data analysis
Beyond
• limited digital testing only as a secondary option
• video playtesting
• economies
• campaign playtesting
• ruts and research
• how many waves? When do I know the game is ready?
Game Design Articles, Links, and Resources: stonemaiergame...
10 Steps to Design a Tabletop Game: • 10 Steps to Design a T...
12 Tenets of Design for Stonemaier Games: • 12 Tenets of Game Desi...
Pitching to Publishers: • 4 Steps to Pitch Your ...
00:00 - Introduction
01:50 - Early Prototyping and Playtesting
07:10 - Local Playtesting
13:10 - Blind/Unguided Playtesting
24:50 - Development
28:08 - Beyond
Become a champion of this channel: stonemaier-gam...
podcast link: stonemaiergame...
Intro animation by Jeff Payne vimeo.com/jaar... and video proofing by Cody Simonsen
Пікірлер: 74
I like your idea of holding off on trying to break the game until later playtests, which is, as you imply, closer to the balancing one does more in the development stage. By pushing it to later, it seems to give a higher priority and freedom to core design than I did (and would have liked to) in the past.
Loved everything about this video! All of it was super helpful. I’d love to see a future series interviewing a few of your play testers, hearing their thought process on play testing in general, etc.
@jameystegmaier
Жыл бұрын
Thanks! I like that idea.
@zmollon
Жыл бұрын
This is just the best community. Thanks for the tips Jamie.
Rick & Morty, good call! 😄 As an experience designer/strategist myself, I respect anyone willing to externalize and share their problem-solving process. Valuing yours and your testers' time is important. It's also interesting you use specific lenses to focus your observations--joy, frustration, confusion. Those emotional dimensions + moments of (unintentional) friction are critical insights. You also share a pro tip here about how to telegraph your expectations on testing + feedback from your participants. Letting people in on the joke, so to speak, as to what feedback is helpful at this point in time--and how best to communicate that feedback--is essential. These are useful reminders for *any* designer's process, not just game design. Cheers!
@jameystegmaier
Жыл бұрын
Thank you for sharing your thoughts!
Super helpful info. My son and I am working on a game. Im only planning on making one game, its a bucket list item for me. Were enjoying the process. Thanks for all the advice!
@jameystegmaier
Жыл бұрын
I'm glad you're having fun with the process!
Amazing advice! While developing games, I also like to plat test other designers games. Just so I get the feel of an unfinished game from that side of the table.
Great video. 7:00 sometimes I watch your videos when making prototypes. Gets me in the mood for prototyping. :)
@jameystegmaier
7 ай бұрын
I'm honored to hear that! I hope you're enjoying the prototype process!
Fantastic content for us aspiring designers. It's great to get your perspective, being a successful designer and publisher. And to really break it down to what's most important, or what to spend the time on and not. Thank you Jamey!
@jameystegmaier
Жыл бұрын
My pleasure! Thanks for watching!
This was a nice way to relax on my drive back from my first GenCon haha. I was not planning to pitch, but fell into some and got some pitch help and confidence boost from published designers I met. Made contacts, follow ups, and even handed off a prototype. Regardless if the game goes anywhere, thanks for all the helpful videos and being a guide each step of the way.
@jameystegmaier
Жыл бұрын
That's exciting, Justin!
Great tips! I'm glad I was having good reflexes. Also using a paper cutter, taking the game to the table as soon as (reasonably) possible... and I've had the same printer (HP Laserjet 200 Color) for about 8 or 10 years and it works super well!
Thanks a lot for putting this out. I'm designing my first game and I have tons of stuff to learn.
@jameystegmaier
5 ай бұрын
I'm glad you're finding these helpful! I still have tons to learn too.
Excellent information! Thanks for sharing!
The comment on how much Blind Playtesting designers have to do if you're trying to find a publisher was a surprise… but a happy one!
@jameystegmaier
Жыл бұрын
Yeah, I just recommend a little bit of blind playtesting pre-submission; mostly that will be handled by the publisher.
Timely video just as I start the work on a new prototype for my current game, had to change lots of things and start anew. Thanks for all the details, and also for the inspiration that such a video provides for us to keep pushing forward :) Have a nice week, Jamey!
@jameystegmaier
Жыл бұрын
Thanks Artur! I hope the current game is going well. :)
Love this video :) thank you so much for compiling all this information together Jamey. Some great reminders
Well, we are obviously very happy with your process! I'm trying to think of a game that you've designed that I don't own.... got them all lol.
@jameystegmaier
Жыл бұрын
Thanks for collecting our games1
Very helpful video! I especially like the point of physical playtesting versus digital. I do build a Tabletopia version of all my games but that is late in the play testing stage and mainly for publishers. I feel you learn so much more from the physical game and interaction. Thanks again for this video and what you do for the community.
@jameystegmaier
Жыл бұрын
I totally agree, Ryan, and I will say it's helpful for the pitch (or pitch video) to have the Tabletopia build. Thanks!
Super helpful and very inspiring. This is why you’re one of my favorite people on the planet. Thanks Jamey!
@jameystegmaier
Жыл бұрын
I'm flattered to hear that--thank you! :)
Always so helpful, thank you very much!! :)
Jammie hey, I love your videos, thanks for the great work! Please consider implementing more visual interaction with viewers - real-time schematic drawings, diagrams, concept drawings etc. It will make the info much more digestible and ease the language barrier for people who can't catch up with their level of English.
@jameystegmaier
9 ай бұрын
Thanks! Here's the video for sharing constructive feedback (in which I talk about the topic you mentioned): kzread.info/dash/bejne/lXWDp7ytmJyxcpM.htmlsi=06jIR3UkfCjEsRpd
Starting is so hard, but finishing is even harder. Mad respect that you "finished" Scythe but still support it and are exploring more in that world. We have another game on the schedule for September and Im pumped up for it. Perhaps "finshing a game" would be an interesting discussion 🤔
Excellent video! Really enjoying this series!
I was unable to join live this week since we had an extra meeting that ran way too long at school during my planning period. The British version of Ghosts is on Max. there are 3 seasons. We really enjoy the US version and we just slightly enjoy the British version. I think it has to do with the characters for the US version being more relatable because we live in the US. I also brought Skull King home to learn this weekend. I received several game from Grandpa Beck as well for my game club. Last weekend we learned Gnoming A Round.
@jameystegmaier
11 ай бұрын
Thank you, Ian! I want to check that out after we finish season 2 of the American version. I hope you have fun with Skull King!
Excellent video and advice! Thank you!
Thanks for another insightful video, Jamey! The only question I had I've replied to Joe's question since it is on the same subject: how to best provide for blind playtesting. I thoroughly enjoyed listening to your process of evaluating the data and how Jeremy can help uncover the hidden data. I wanted to quickly build on what you said about balancing economies in games. I personally found it helpful while building the spreadsheet to have everything linked to a "key" of placeholder values in the game economy. While it took a little longer to build out, It's been super helpful as things evolve in the game's design to see how that affects the balance of the game. Not sure if this is standard in the industry but it's helped in my process and I'd be happy to share more about how to create one if anyone is interested.
@jameystegmaier
Жыл бұрын
Thanks Sam! I appreciate your thoughts about using a key of placeholder values.
Great Stonemaier University class! Thank you for the superb knowledge share on your tools, processes, and goals in game design; it's a fascinating peek into the practicalities and fun of building game systems, and I'm sure it'll inspire design hobbyists and budding professionals who are interested in bringing their ideas into the world 🎲
@jameystegmaier
Жыл бұрын
Thank you so much! I hope so. :)
Great video. Always enjoy listening to how the pros do it in order to make myself better. You talked about it a little bit, but what do you do if during a local playtest you see that's it's functional but not fun. I have Gabe's book ordered on Kickstarter but curious what your process is.
@jameystegmaier
Жыл бұрын
I've had many local playtests that are functional but not fun; I think that's just part of the playtest process. It's brutal, but important. The key, in my mind, is that you still show playtesters that you value their time and make the setting fun for them (provide snacks, drinks, etc). And if it gets to the point that you have the feedback you need, you can call it.
Great video and what great timing! We just sent off our beta-prototype for print. We're gearing up for our first round of public/blind playtest. Quick Question: How beneficial do you feel continued play with friends is-in regards to balance? Both myself and my co-designer work the same day job where we have a queue of people who want to play the newest version; but they are all friends. Is the time invested worth playing with people who want to give you good feedback? I worry it will contort our perspective.
@jameystegmaier
Жыл бұрын
I like that question. In my opinion, it's generally important to playtest locally between each wave of blind playtesting (after you make the revisions but before you start the next wave).
@Oviedo_Games
Жыл бұрын
@@jameystegmaier Thank you for the reply! That's exactly what we will do. We can spread out the friend games.
As always, I learn so much from your videos! 2 questions: After prototyping my first 5 games, I have had themcopywritten in 2015, before leaving my home for playtesting, You didn't mention protecting your rights on your games. Is copywriting necessary? Is Blind/Unguided playtesting possible while you're present? For examples: at 'game nights' with people you may or may not know or at with strangers at board game cafes. I'm present, but silently taking notes.
@jameystegmaier
Жыл бұрын
Thanks Deborah! I don't copyright anything we make; simply by sharing a prototype, you're establishing a "soft copyright" on it (grounds to prove you created it first). While blind/unguided playtesting while you're present is possible, I greatly prefer to be at the table experiencing it with everyone else--I think that typically makes people more comfortable to play it too.
Regarding prototyping… I miss adobe so much from my college days! I can’t justify the cost so am using free alternatives now and every step of the process takes the time and energy for something rough that I used to put into polished work in college. It could be that I’m just a perfectionist, but even if a publisher will completely change the graphic design, art, and theme I feel as though I need to see how the game plays with a theme and user interface that is doing its job, even for a fairly abstract game. I almost feel as though I would rather playtest my game with ugly but functional art / graphic design than with no art and no intentionally designed user interface. I also don’t want the visuals and feel of the game to actively put off a potential tester who might otherwise be able to provide helpful feedback.
@greyhawke115
Жыл бұрын
Curious what alternatives you use for InDesign. It's way expensive just for dabbling in game design.
I may add that playtesting the rulebook is as important as testing the game itself.
@jameystegmaier
11 ай бұрын
I absolutely agree, Mary! I go through so many different versions of the rulebooks during the playtesting process.
How do you work on balancing things in early prototypes? We are working on a game that has resource collection component as one phase of the game. Each area will have a certain number of total resources (it changes round to round with new cards flipped up) available in each round and then the next phase will be delivering these resources, which also change throughout the game as resources are delivered and the tiles in the locations needing the resources change throughout the game. We are just trying to figure out how to balance such a thing.
@jameystegmaier
6 ай бұрын
Thanks for your question, Ian! This type of balance is tough to solve. Early in playtesting I'd recommend just trying different values to see what works best, changing on the fly as you playtest. Once you're finding the fun and functionality, you can formalize the formulas (e.g., 3 wood = $2 = 1 VP). If you end up with a game that includes lots of unique cards/tiles with various elements that impact their value, that's when you might want to consider a spreadsheet (Elizabeth has one for Wingspan, for example).
@ianwilz1979
6 ай бұрын
@@jameystegmaier thanks. Always love your insight into gaming.
Hi! This is a very interesting video. I am a gamer, but very intrigued about design, playtesting, and balance. I am curious about another stage of game development when the game is on the market and successful. Most asymmetrical games receive criticisms about balance, and I always wonder how to address this from a designer's perspective. This imbalance could be intentional so that an inexperienced player can play with some chances against an experienced player, or it has a thematic purpose. Other times, some factions need a better knowledge of the game or more skillful players, and the unbalance disappears after several plays. However, some games can get optimized after several plays, which is when unbalances not detected during playtest show up. How to address this, especially when the unbalance perceived by people is not intentional? I own several of your designs, and I love Tapestry and Scythe. I even participated in the last adjustments for Tapestry. I had a lot of fun sharing ideas with other players but also frustrating moments where I didn't consider some tweaks necessary. I imagine this part can be challenging for a designer, especially when the tweaks change your vision of the faction.
@jameystegmaier
Жыл бұрын
Thanks for your question! I agree that no matter how well playtested an asymmetrical game is, outliers and more information will surface after thousands of plays. I think the goal is always to make asymmetry as balanced as possible and find a way to continue to compile data even after the release.
Cuterpillar...let me look that up
I am currently trying to transition into local playtesting for a light(ish) game I’m designing after very heavily self-playtesting for months. I’ve had good feedback when playing with my wife or with local players so far that has helped me push the game in some of the directions it needs to go but I still really need that self-test to make sure that the thing that I’m trying is actually addressing the problem. I had to go through many many of these to turn the idea into an interesting design and then even more to turn that interesting design into something that was fun. How much time do you spend playing the game against yourself and do you consider this more of a prototyping step than a playtesting step?
@jameystegmaier
Жыл бұрын
I would say that I playtest any game we publish around a dozen times just by myself (in addition to all the other playtests). It's both playtesting and development (the prototyping step is actually building/revising the prototype).
Sorry if you addressed this, I watched the video twice to see if you hit on it, but don't remember it being addressed. When you do play tests do you prep and select the players for the style of game you're testing? For instance, I'm working on a card game that would most likely fit into the category of an Exploding Kittens, so people who prefer heavy weight Euro games may not enjoy it as much. Do you try to select players you think have experience and enjoy the genre you're developing in or do prefer a wider variety of feedback? Do you weight opinions of player who enjoy the genre you're developing in more than people who don't typically prefer that genre?
@jameystegmaier
Жыл бұрын
Definitely, when I send out the initial email to gauge interest from specific playtesters, I let them know the type of game in case they want to tell me they're not interested. That's pretty much as deep as I go with it--I'm not trying to design heavy games for light gamers or light games for heavy gamers. :)
@steveskew1097
Жыл бұрын
@@jameystegmaier Perfect thanks!!! Wasn't sure if it was better to get a cross section and if people loving a specific genre made their feedback be a little 'too informed'.
i've been working on designing 2 games for the last 4 years. Sadly i lost everything last week in a computer malfunction that wiped my hard drives. Now i don't feel the courage to restart. i only have my physical prototype left now. If i were to keep testing the game, how can u make quick balance changes without spending loads of money constantly reprinting components?
@jameystegmaier
9 ай бұрын
I'm so sorry--that must be so disheartening (and a good reminder for everyone to use a cloud-based backup service). As for making quick balance changes, just write on the cards.
Ai might be useful in data analysis of rule sets
@jameystegmaier
Жыл бұрын
It might. But I prefer human intelligence. :)
One question. In what stage do you go and do the Legal stuff for your game? I mean if the playtesters IRL and Tabletopia found it awsome and try to develope it be their own?
@jameystegmaier
Жыл бұрын
The only legal thing I do is trademark the name; that happens after we know we're going to publish the game. Beyond that, I'd suggest reading this: stonemaiergames.com/what-if-someone-steals-my-idea/
@sylvander4972
Жыл бұрын
@@jameystegmaier thaanks :) and great games!
Any reason you are not using something like Tabletop Simulator for prototyping? I am designing a game as a hobby and I found printing and cutting cards extremely tedious especially if I need to implement changes often. TTS is much faster for me (and I'm very used to playing games on it with my friends).
@jameystegmaier
Жыл бұрын
Definitely! I talk about this in the video; in brief, it's because there are so many important design elements--often cumbersome elements--that you miss by using a digital interface that automates them for you. I agree that it can be an invaluable minor portion of playtesting for rapid iterations, as you noted, but I highly recommend not leaning too heavily on it. As for why we occasionally use Tabletopia but not TTS; there were some huge ethical/moral issues with TTS's actions and reactions to an LGBTQ+ situation that prompted us to pull our games from their platform.
@radiocolumbus
Жыл бұрын
@@jameystegmaier Woops, commented before getting to that part of the video. Thanks!