Convention Playtesting

We’re heading to Pax Unplugged on Friday, and I figure this is a good opportunity to talk about our experiences so far with convention playtesting, how if varies from other formats, and how we are evolving our approach.

Most conventions have space set aside for playtesting games in development. This can include open play time, or scheduled time where the event organizers play match maker for your game.

For Nut Hunt, we are scheduled to playtest in the Friday afternoon (2:30 pm) slot, and Saturday and Sunday mornings at 10:00 am.  

The benefit of convention playtesting is that you get access to a ton of gamers, with diverse preferences. You’ll usually have filled out a questionnaire that covers things like game weight, player count, and a description. This allows the convention organizers to match you (or allows players to self-select) to the games that they are most excited about.

You get a ton of quality time at the table without worrying about personal bias, or that a game genre just isn’t someone’s cup of tea. It is some of the best playtesting we’ve had.

Who is it for?

You’ll see games in a broad range of development stages, from hand-cut cards where the rules are in flux, to post kick-starter. And since the cost of playtesting is low (often you just need an attendee badge), there isn’t a lot of downside to scheduling a few hours for your game.

But, I do think the that the format is especially beneficial to more serious designers who have hammered out most of the kinks in their design, and have put some real effort into their graphic presentation.

Targeted playtesting

Because of this, your playtesting should be targeted. For instance, with Nut Hunt, the core structure of the game is well iterated, and we have a lot of confidence in it. There are a few things we might tweak around the edges – but we aren’t about to scrap a core mechanic.

Rather, our playtesting is focused on UX and UI issues. That is, where are there hiccups in play, and where we need to focus our graphic design.

We also want a better understanding on player expectations in terms of retail price, what kinds of components are expected, what upgrades and offerings are important.

And most of all we want to get to know our players.

Exposure & Engagement

One of the larger benefits of convention playtesting is the breadth of exposure your game gets, and the ability as a designer to interact with a ton of gamers. Talk with them, engage with them, find out their interests, their likes and dislikes. These are the early adopters - the core of your potential customer base. They deserve your respect, your interest, and your attention.

And make sure to get the word out through all the con-approved channels. Provide the organizers with game images, fill out the surveys and game description. And if allowed, bring a banner.

Don’t be afraid to ask your play-testers for e-mail addresses. And make sure to follow up with them. See if they had more ideas after the fact, offer to send over your print and play files, give them the opportunity to join your mailing list, Discord, or Facebook group.

Other Tips, Tricks & Considerations

  • Questionnaires: Some designers favor at the table questionnaires. It is an easy way to get e-mail addresses, and a set of standard questions answered. I can see the benefit, especially if it is someone other than the designer / developer running the playtesting. But we don’t have an at the table questionnaire. I think the face-to-face time is too valuable to give up. And, since it’s my game, I can get a good sense for the important feedback without an at the table form. I’m also following up with everyone after the con, so can ask specific questions, or get clarifications then.

  • Be Put Together: You are the face of your company. Make sure to be well groomed, and conscious of your outfit. You don’t need a company t-shirt, or a suit (although at Gen Con one designer did wear a thematic tuxedo). Just be aware of how you present yourself.

  • Stay Hydrated: Playtesting sessions can be grueling. It’s hard to engage and talk with people for hours, back-to-back, for a weekend. And away from the table there will be plenty of activities you want to participate in, people you want to meet, games you want to play, and Philly Cheesesteak that needs eating. Take care of yourself.

  • Get to Know the Other Designers: This is a great opportunity to network and engage with peers. Get to know the designers around you. Check out their games. Talk manufacturing, plans for their review campaigns, where they’re sourcing illustration, what publishers they’re talking to. This community is a treasure trove of great advice, and insight that you might not get anywhere else.

  • [Update] Be Aware of Time Constraints: Post publishing, another designer pointed out the importance of this. Conventions have varying formats in terms of time blocks. Make sure to be aware of how long it takes to teach your game, and if you have a long or especially heavy game, be up front about that. Let the players know that they only have time for a round or two, or consider distilling your game to a condensed version so that players can get a feel for the game with a lighter rules lift.

What are your biggest take aways from convention playtesting?

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