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		<title><![CDATA[Latest posts for the thread "what Gamesworkshop should learn from fantasy flight games"]]></title>
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				<title>what Gamesworkshop should learn from fantasy flight games</title>
				<description><![CDATA[ i just read this at boardgamenews.com and immediately thought of poor old <span class="glossaryitem" onmouseover='gp(50);'>GW</span> and their unwillingness to bring back outsiders for playtesting.<br />  <br />  &lt;h2 class="title"&gt;Ask Fantasy Flight: Retesting Playtesting&lt;/h2&gt;  <p><img    align="right" src="http://www.boardgamenews.com/thumbnails/doomtheboardgame.jpg"  />Q: People have said that Fantasy Flight has previously brought out games (Warcraft, Doom) without thoroughly playtesting them and have used expansions to fix the potential problems with the game. Do you think this is a fair or unjustified assessment? </p>  <p>A: I would actually not agree with that. There have been instances where we have brought out a game that didn&rsquo;t exactly match up with what the gaming public anticipated they would do, but we by no means think that they&rsquo;re &ldquo;broken.&rdquo; However, those criticisms seem to have mostly died out recently, I&rsquo;d say due in no small part to our intensive playtest program headed up by Mike Zebrowski. We by no means have stopped internal playtesting&mdash;I&rsquo;ve been playing StarCraft and Tide of Iron in the office for many many months prior to release&mdash;<b>but we now have a network of playtesters around the world that is totally separate from the company</b>. That benefits us by them having to read and understand the rulebook themselves rather than having the rules explained to them by the game developers, as well as giving us a fresh, &ldquo;unmarried&rdquo; perspective on new titles. </p>  <br />  full article here <br />  <a href="http://www.boardgamenews.com/index.php/boardgamenews/comments/ask_fantasy_flight_retesting_playtesting/" target="_blank" rel="nofollow">http://www.boardgamenews.com/index.php/boardgamenews/comments/ask_fantasy_flight_retesting_playtesting/</a>]]></description>
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				<pubDate><![CDATA[Thu, 13 Sep 2007 01:47:26]]> GMT</pubDate>
				<author><![CDATA[ jeremycobert]]></author>
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				<title>RE: what Gamesworkshop should learn from fantasy flight games</title>
				<description><![CDATA[ That's what Steve Jackson called &quot;blind playtesting&quot; years ago in his &quot;How to design wargames, vol. I&quot;.&nbsp; Pity that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't use that model more.&nbsp; The Techpriests are a start, but when you're more concerned, as a company, with the solidity of your NDA's and keeping things to a &quot;trusted&quot; few, the ability to do really solid blind playtesting is almost nil.<br />  <br />  I've been involved in playtesting from just about every angle (running a playtesting group, being a playtester, having rules playtested) and blind testing is virtually always where you get your best feedback.&nbsp; &quot;in house&quot; testing is a good start to things, but it's the blind testers where your rules are really put to the test.&nbsp; <br />  <br />  Conversely, one of the hardest things I've ever seen in the playtesting realm is moderating the expections of the playtesters themselves.&nbsp;&nbsp; It's very rare to find a playtester who's willing to <span class="glossaryitem" onmouseover='gp(269);'>ID</span> problems in a set of rules and not, at the same time, develop his own (strongly formed) opinion about how they should be fixed.&nbsp;&nbsp; And I'd be willing to bet that's at least part of <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s hesitation to opening things up.&nbsp; Look what happened with their Game Design forum...&nbsp; <br />  <br />  Vale,<br />  <br />  JohnS]]></description>
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				<pubDate><![CDATA[Thu, 13 Sep 2007 03:42:45]]> GMT</pubDate>
				<author><![CDATA[ cygnnus]]></author>
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