1st Edition

Playtesting Best Practices Real World and Online

By Chris Backe Copyright 2025
    160 Pages 9 B/W Illustrations
    by CRC Press

    160 Pages 9 B/W Illustrations
    by CRC Press

    Playtesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games. This step-by-step guide embraces the process and celebrates the purpose of every step, from early self-playtesting to late-stage unguided playtesting, and offers the specific questions and practices the author has refined to perfect his own games.

    This book is split up into four main sections, each with a distinct focus:

    • Getting ready to playtest: establishing goalposts, brainstorming, self-playtesting, getting organized, how to design a prototype, and writing rules. The focus here is starting good habits and establishing best practices, whether this is your first game or your hundredth.
    • Playtesting in the real world: how to find playtesters, how to teach your game, what to do during the playtest, how to take notes and collect feedback, and being a great playtester yourself
    • Playtesting online: how to adapt to digital platforms, the best practices to playtesting online, how to use these opportunities well, and cautions about playtesting online.
    • What to do next: how to iterate, additional ways to playtest your game, knowing when you're done with playtesting, and choosing how to get your game out there.

    Preface

    Acknowledgements

    Introduction

    Remember the human

    What is playtesting?

    Why should I playtest my game?

    When and who should I playtest with?

    About this book

    Section 1 - Getting Ready to Playtest

    Chapter 1 - how we got here - a review to catch you up

    Goalposts

    The Game Design Loop

    Stage 1: Creating

    Stage 2: Experimenting

    Stage 3: Iterating / Updating

    Chapter 2 - Brainstorming, Self-playtesting, and Organizing

    Brainstorming

    Get in the zone

    Ready, set, go!

    Review and rank your ideas

    Write out your concept

    Goalposts vs. concepts

    Creating your Minimum Viable Game

    Self-playtesting your Minimum Viable Game

    Getting organized

    Set up a workspace

    Organizing ideas and notes into a single system

    My system to track ideas

    My system of taking notes

    Naming the versions of your game

    Getting your computer organized

    Putting it all together

    Chapter 3 - Prototyping the Game

    Designing a prototype on your computer

    Put function over form, but pay attention to form

    Double-coding

    Organizing a spreadsheet

    Don't hire an artist, but consider paying for art assets

    Public Domain photos

    Creative Commons photos

    Stock photos and icons

    What about using AI art?

    Building a collection of components

    Where to find pieces

    Updating your prototype

    Assembling your prototype

    Creating the second (or third or fourth) prototype

    Update what you want to learn

    Putting it all together

    Chapter 4 - writing rules and reference cards

    The 7 things to include in your rulebook

    Helpful rules for writing rules

    Use mechanical terms, not thematic terms

    Updating the rulebook

    About Reference Cards / Player Aids

    Putting it all together

    Section 2 - Playtesting in the Real World

    Chapter 5 - finding playtesters and preparing to playtest with other people

    Playtesting with friends and family

    Setting expectations

    Continue to public playtesting

    Playtesting with designers

    Playtesting at conventions

    Starting a real-world playtesting community

    Putting it all together

    Chapter 6 - teaching your game to playtesters

    Welcomes and introductions

    Setting the game up

    Start with the MAINS

    Avoid frontloading or recapping

    Invite questions

    Connecting components

    Empathy and seeing things from the player's perspective

    Start the game

    Chapter 7 - during the playtest

    Take notes

    Bring the energy

    Observe body language

    The three competencies

    Ask and answer questions

    Keep the game moving to respect their time and energy

    Reserve the right to change a rule

    Putting it all together

    Chapter 8 - taking notes and collecting feedback

    End of game notes

    Subjective and objective feedback

    Collecting feedback - the Chairperson Theory

    Drilling down

    Filtering feedback

    Writing and reviewing notes

    Asking good questions

    Some specific open-ended questions to ask

    Overall impression

    Fun and enjoyment

    Rules and the teach

    Play and player agency

    Mechanics and theme

    Strategy and tactics

    Emotions and feelings

    Scoring, winning, and end of the game

    Accessibility

    Ratings and perceptions

    Target market and expectations

    Ask for email addresses

    What about written feedback?

    Elements of a feedback form

    Putting it all together

    Chapter 9 - iterating and preparing for the next playtest

    Complete your notes

    Start sorting

    General experience

    Subjective judgment

    Specific systems

    Signal vs. noise - Filtering the feedback

    Choosing what to change

    Choosing what to cut

    Choosing what to add

    Reverting changes

    Putting it all together

    Chapter 10 - becoming a great playtester

    A playtester's responsibilities

    How to turn players into playtesters

    Putting it all together

    Section 3 - Playtesting Online

    Chapter 11 - getting started with online playtesting

    What is online playtesting?

    Why online playtesting is worthwhile

    What to watch out for

    Why real-life playtesting is worthwhile

    What to watch out for

    A brief history of online playtesting

    Programs for creating a digital prototype

    Best practices for creating a digital prototype

    Getting your game playtested online

    Putting it all together

    Chapter 12 - best practices with online playtesting

    Completely set up your game, then save it

    Understand the layers of abstraction

    When teaching your game, speak slowly and clearly

    Playtest the online version to improve the physical version

    Beware of only playtesting online

    Important tasks when online playtesting

    Putting it all together

    Section 4 - What to Do Next

    Chapter 13 - Stress-testing your game - additional ways to playtest

    Test at all player counts

    Prescribe play

    Stack the deck

    Start the game halfway through

    Change the way the game is taught

    Extreme strategies

    Unguided / 'blind' playtesting

    How to observe an unguided playtest

    Taking notes

    When to step in and when not to step in

    Collecting feedback

    Putting it all together

    Chapter 14 - what happens next?

    How do you know you're done with playtesting?

    Subjective signs

    Objective signs

    When to shelve a game

    Fear and temptation

    Choose your own ambition

    What do you want to do with your game?

    Release online for free

    Print on demand

    Create a print and play game

    Crowdfund and self-publish your game

    Sign your game with a publisher

    Win an award

    Make a lot of money

    Putting it all together

    Conclusion

    It’s a Marathon, Not a Sprint

    Stay Connected, Stay Curious

    Appendix A: Glossary of terms

    About the author

    Index

    Biography

    Chris Backe (rhymes with 'hockey') is an award-winning board game designer. When not designing games, he's the co-founder of No Box Games (a publisher of print-and-play games), and the co-founder of Virtual Playtesting (an online playtesting community). He's written about board game design since 2017 and has playtested hundreds of games in over a dozen countries. He currently lives in Birmingham, England with his wife, Laura.