Game Playtesting 101: Why Playtesting?

Lewis Pulsipher, Game designer, Teacher, Author

Play Speed
  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x
5 Lessons (27m)
    • 1. Playtesting, because Games are Active, not Passive

    • 2. "Fun" testing, not bug testing

    • 3. The Process of Playtesting and Modification

    • 4. Metrics and differences between tabletop and videogame testing

    • 5. What playtesting is NOT


About This Class

This is the first of a series of courses about game playtesting.

  • Think about this, in any individual art, where someone (or occasionally several someones) creates a work, COULD be “tested” for audience acceptance before release
  • Most such works – music, sculpture, paintings, plays, novels – are not
  • This may partly be tradition
  • In some cases, it’s because it’s too difficult to change the work (sculpture, e.g.)
  • But mainly, it’s because games are activities, while the others are passive

In this brief course I discuss this, and other, reasons why we MUST playtest games in order to get a really good outcome