JohnWordsworth wrote:Some really good advice in this thread - it makes for a really interesting read. I don't want to re-iterate the above points by writing my own list here, but I did just want to mention what I think is possibly the most overlooked / hard to follow piece of advice...
Actually listen to your play testers
This is difficult, because it will include criticism and comments that require you to re-do your hard work. If you have 5 play testers and 1 comes back saying that a puzzle is too hard, you will be tempted to think "they just don't get it", but the data now actually says "it's likely that 1 in 5 people will get stuck at this point, then get bored and stop playing". [...]
Excellent points, John. In retail, there's an old adage that goes something like this: Only 1 out of 10 dissatisfied customers will tell you they're dissatisfied and why. The other 9 will tell everyone else.
Play testing is essential. No matter how hard (or how many times you try) you will never think of everything. Play testers will purposefully try to break things and, while that can be frustrating to see someone trying to kill something you've created, it's necessary. There are at least a few mods (not necessarily for LoG) that I most likely will never play, simply because they were released too early, and were inundated with constant fixes after the release. Nobody wants to devote part of their life to playing something, then find out they have to do it all over again because of a game-breaker that wasn't discovered (Please note, I don't mean something that was missed during testing, I mean a mod that wasn't tested at all. Certainly not everything can be caught, but it does matter that we try.).
As for the Skype playtesting, Neikun organized a list that kind of fizzled out, but it'd be great to see it thriving, now that the community is starting to really see a lot of releases.
List of Available Testers *Apply inside