Questions to ask playtesters
The worst question you can ask a playtester is "did you have fun?" Almost everyone says yes, because saying no to your face is socially expensive, and a yes tells you nothing about what to change. Good playtest questions are specific, behavioral, and comparative. They ask about moments, decisions, and feelings tied to concrete parts of the game, not about the game as a whole.
A reliable core set: What was your favorite moment? What was your least favorite moment or the point where your attention dipped? Was there a turn where you felt like you had no real choice? Was there anything you never used or never wanted to do? If you could change one thing, what would it be? What did this game remind you of? That last one is quietly powerful, because the comparisons players reach for tell you how the game will be positioned in their heads and on store shelves.
Two questions predict enthusiasm better than any satisfaction rating. "Would you play this again right now?" separates polite approval from genuine appetite. And watching whether anyone asks about the game afterward, or requests it at the next game night, is the strongest signal there is. Some designers deliberately end sessions without asking for a replay, just to see who volunteers.
Ask about experiences, then treat proposed solutions as symptoms. When a tester says "you should add a market phase," the useful data is that they wanted something the game did not give them, not the specific fix. Follow up with "what were you hoping that would let you do?" and you will usually find the real problem sitting one layer underneath the suggestion.
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Write the one question your next playtest needs to answer. Then write three specific moments you will watch for while people play.
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