1st Edition

Playtesting Best Practices Real World and Online

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

164 Pages 9 B/W Illustrations
by CRC Press

164 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... Read more

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 been writing 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.