This is part of a series on getting and using feedback when designing games. You can find the previous entries by following these links:
Once you have testers and you're playing with them, or you've found volunteers to look over your rules, they're hopefully going to provide you with input. Synthesizing this input can be challenging unto itself because it may conflict with your vision for the game, it might not be very useful, or you may be really attached to something that isn't working... that kind of stuff. So ultimately how do you try to make the most of this valuable resource when it's provided to you? This is part of a series on getting and using feedback when designing games. You can find the other entries by following these links: The internet is crawling with amateur game designers who want feedback on their project, but few people
offering help. How can you give your project the best chance of getting looked at in a meaningful fashion by somebody who will help you? Before going into that, let's recognize some realities of game design ghettos.
Trying to change these realities might be a noble goal, but for the time being we're going to work within these parameters. Before we go any further, let's sidestep some common landmines that blow up your best chances at getting good feedback from others. |
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