When testing family / mass market games, keep in mind hobby gamers’ kids have atypical exposure to hobby gaming.
— John Brieger
A question I ask routinely in early tests: ‘Is there anything you wanted to do in this game that you couldn’t?’
— John Brieger
Don’t sit on one game for too long. Try to design a lot of games early on. Figure out what sort of games you like to play and design. It’s very rare that your first game will be a breakout hit.
— Shem Phillips
Playtesters are people, not just a data input to your #gamedesign. Recognize that and treat them well.
— John Brieger
Remember to take breaks from your concepts/prototypes so that you can approach them with fresh eyes. Time to detox lets you take on your work as a new(ish) player would, versus someone that just designed that rule/mechanic. Perspective is everything.
— Phoenix Covenant
Build a crowd BEFORE you launch. You and your game are the cultivator, best practices are the converter. Don’t get that backwards.
— Daniel Zayas