Your method to playtest a scn...

BeBro

King of the Krauts
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Just wondering, what do the other creators do for playtesting their scn?

Do you test alot alone, or leave you all for the (other) playtesters?
Do you try to solve all errors before the tests or do you not care so much about them in the early part of the creation?

I´m just curious about this. Now I´m testing SubWar and try to perfectionize it before I ask some people to testplay it. From my other scns I know there are usually enough errors left...
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Hmmm... difficult question. I think I try to do the same as yourself; finish and polish everything as much as possible, before letting anybody play it. -As you say, some errors are bound to show up, especially if you're modifying the whole package. On the other hand, some new ideas might pop-up during the playtesting, so I think its good if there is some room left to implement them. -So I guess you can do it both ways around. My previous scn "Hammer.." was playtested with an early version. Jesûs Munoz (kIndal) tested as the Danes, and another friend of mine played the same version as the Celts. And both games gave me quite different and very helpful perspectives, so when I made the changes I thought was needed, it really wasn't tested much after that, by others than myself.

With classic Civ2, I found it quite beneficial just to turn on "no human player" and watch the AI fight it out. Somehow this don't works with MGE, (or I may be wrong, it might be settings dependable), but here you don't get to see computer player movements slowly enough to see what's going on. -This was somewhat beneficial in order to judge long-term effects of the tech race -rate of tech exchange, what kind of units appearing when etc. -But of course, only playing it yourself will give you any idea of the real playability of it all! -Taking over an AI controlled tribe in midgame gave me a good feeling of what was going on at that time.

-But it was very much like this : playing it, oops there was a flaw there, fix it, play some more, a minor error, fix it, play again, so I didn't actually play a full game without altering anything until after the scn was finished. At that time, it was more like : sit back and just play it, oh, this could be done better, but there it is, this is very funny, but what can I do about it, it's the rules, and if I'm gonna beat him, I have to do this and that. And then it was quite fun!
-There's certainly a limit to perfection! -and as you have said before, the fun of it is no.1 -so if a few things is a bit iffy, it doesn't matter so much, if it works and is fun to play.

-It's only after playing it a LOT lately that I realize a couple of really basic things (such as techs), which REALLY should be altered for the next version, to make it even more playable and historically interesting.

I think what other people can do is very much in the way of play balance, to try out different tribes and strategies, and see how the concepts works out -long term-, as you can't possibly play it all out yourself, because you often get used to just your own kind of thinking. But other players will never fully understand how you've done the tech tree or set things up, so that's all left with you.
 
I've found that putting out scenarios for playtesting to be a very good idea.
Playtesters have pointed out many problems that I was blind to due to my familiarity with the scenario (for example, the invincible mines in 'The Cruel Sea' were originally invisible and scattered all over the Norwegian Sea!). Also, if you're burnt out, playtesters can be of great assistance in playing the scenario past where you give up and inspiring you to finish the damn thing
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The only thing to be aware of is that, in my experiance about half the people you send the scenario to never give you any feedback beyond a simple 'it's good'. On the other hand, the people who do provide feedback generally spot the major problems, and are happy to work with you in fixing them
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Once again I find myself agreeing completely with Morten's very long post.

I would like to add that the hardest things to spot are error messages - cause you wouldn't make such stupid errors yourself unless you intended to. What do I mean?

You have to try para-dropping after moving or para-dropping the first turn. You have to try attacking a fighter with a ground unit. You have to try and use the airlift twice in a city, airlift to a city near enemy fighters to get the warning, keep doing it until your air lift gets shotdown, ram your loaded transport onto land, try to use the shortcut keys to get your settlers to do things they don't have the tech for...etc. That's the hardest part to getting a perfect scenario.

 
With ST:Kappa, I thought the scen was about done. But people started playtesting it, and came up with errors and such. Now this has to do with the fact that I don't like playing my own scenario. Myabe some of you find that strange, but is no fun for me.



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