“What I have learned over time is to not rely on one strength, and not to have one fixed methodology when designing games. Designing games is not a science where you have a specific method that you always repeat.”
— Reiner Knizia

Getting written feedback, playtest forms, evaluating test data, playtesting conventions and more.

Audio: http://theforbiddenlimb.libsyn.com/when-is-your-game-ready-part-2-ep4

“When preparing double-sided card sheets for printing, always omit the frame/border from one side. Duplexing isn’t so precise.”
— Jay Treat (@jtreat3)
“I think that the process of design is similar to curation. Ideas already exist. Nothing is original. Select what you need from every source.”
— Behrooz Shahriari (@bbshahriari)
“I can’t repeat this often enough: If most players are playing your game incorrectly, blame the game, not them. Don’t correct; observe.”
— Eric Lang (@eric_lang)
“The worst you can do with feedback is itemize a list of comments and address them point by point in your design. Seek trends and patterns.”
— Eric Lang (@eric_lang)
“When you first receive feedback for your game, your instinctive reaction _should_ be defensive. Otherwise you don’t care enough.”
— Eric Lang (@eric_lang)
“Nobody owes you positive feedback. What you are looking for is honesty, which is often critical and leans negative. That’s a good thing.”
— Eric Lang (@eric_lang)
“The sooner you’re testing, the sooner you can move on to testing more.”
— Anthony Conta
“Do your research, but don’t forget to act.”
— Jeff Large
“Be open to change. Your game will be better for it.”
— Christopher Chung