Links: Deciphering Feedback from Playtesters, Why Spiel Is (or Isn't) Important & Too Much Game Knowledge?

Links: Deciphering Feedback from Playtesters, Why Spiel Is (or Isn't) Important & Too Much Game Knowledge?
Board Game: Scallywags
• Dennis at Bellwether Games has posted another of his monthly interviews with designers of independent games, with Scallywags' Chevee Dodd being the interview subject this time. An excerpt:

Quote:
There have been many times I've dismissed feedback because it was outlandish. I am certainly at fault for this. This year, at Gen Con, I got to sit in on a panel with James Ernest. One thing he talked about extensively was playtesting. I don't have an exact quote, but he talked about listening to what your playtesters were saying and trying to figure out why they were saying it. They are telling you that they like or disliked something and while their fix might not be what you need, they are inadvertently telling you something is wrong.

I can give a direct example: At Gen Con, I was showing a prototype to a well-known publisher. We were playing the game and I could tell it wasn't going well. This is a zombie game, the one I write about on my website. The game was dragging on and I was working to end it as quickly as possible. After it was over, one of the players suggested adding a bunch more of one card, "Molotov Cocktail". This card is a game changer. It can get rid of a bunch of zombies for you, or it MAY just burn your house down and kill you. He wanted more of them. This change would completely unbalance things and normally I would have scoffed at it. As a direct result of sitting in on James' talk, I thought about what he was asking for. What he wanted was not more "Molotov Cocktail"s; he wanted the excitement and tension that the card brought. I needed to figure out how to get more of those moments in the game.
• In fact, I've taken so long between these postings that Bellwether Games has posted another interview as well, this time with Story Realms' designers Angie Hickman Newnham and Julian Leiberan-Titus

From gallery of W Eric Martin
• As an antidote to all the Spiel news and reports floating around on BGG, blogger Chris Norwood explains why Spiel isn't that important for him and many other gamers like him. One claim of his that undermines his argument: "With just a few exceptions, the ones that rise to the top will get good buzz and be recognized and eventually be published in English." Yes, and they'll often be published in English because of buzz from Spiel and from raves posted by those who did travel to Essen to get those games. The problem comes from Norwood merging two concepts: whether Spiel is important (headline: "So How Important is Essen, Anyway?") and why he doesn't devote as much of his time to Spiel as others do (from the text: "why the heck aren't I up all night putting together my anticipation lists and trying to secure interviews with all the hot game designers"). The second concept doesn't follow automatically from the first. One can care about the U.S. Presidential election, for example, and have opinions on which candidate would serve the country better in that office – opinions that you should not share in this post, mind you – and feel that the election is important without devoting hours to exploring every single quote from the candidates and their minions and the opinion columnists and their minions and everything else that's hitting the airwaves right now.

Board Game: New Amsterdam
• As another counterpoint to Norwood's argument against the importance of Spiel, on Opinionated Gamers game designer Jeffrey D. Allers writes about the other side of Essen, the one that takes place when you're a designer interested in pitching your creations to publishers, the one in which you see almost nothing of the fair itself as you're busy shuttling from back room to back room. An excerpt:

Quote:
At the end of the day, I caught the train back to Berlin. I was exhausted, but I had enjoyed my second Essen experience, this time from the "other side" of the fair. Instead of arriving with empty suitcases and leaving packed full of new games, I had arrived with a full bag which I had "emptied" during the convention, hoping that one day, those prototypes will be published and fill others’ suitcases.
• Blogger Shannon Appelcline has posted three more entries in his "Tao of Board Gaming" series on Mechanics & Meeples.

• Can someone know too much about games? Blogger and sometime BGGN correspondent Andrea Ligabue discovers that excessive knowledge can be a drawback, at least given this example featuring his daughter:

Quote:
Caterina called me because there was a problem in mathematics (set theory) that she just wasn't able to solve ... something really unusual. We look at the problem that said "Draw the set of numbers in a deck of 40 cards and those that may come out with the die and highlight their intersection." Well, pretty easy. I asked, "Caterina, what's the problem?" and she told me, "How do I know which numbers are in a deck of 40 cards? The problem doesn't tell me which game. And what die does it mean? Six-sided? Eight? Ten or even twenty?

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