PBEM v92 n03 (15Sep92) ====================================================================== The Game Administrators' Corner Mel Nicholson ====================================================================== The Playtester The one indispensable resource to a game designer is the playtester, as no matter what genre or format the game takes, there must be someone to play it. Playtesters provide lots of very useful feedback towards the design of a game, but they can also be a real burden on the game designer. To start, I'll try to categorize the playtesters into a few large classes. 1: The hard-core enthusiast This is the sort of players who wants to put a seemingly infinite amount of time into the game. Enthusiasts spontaneously generate user-client aids, huge statistical analyses, start and run magazines about the game, and provide all sorts of wonderful labour intensive work. For the most part, these playtesters are great, so long as you can keep their efforts from drifting over into the sorts of things which require too much work on the administrator's part (as they can fill all of your free time if you let them, leaving none to put the finishing touches on the game). 2: The bad loser The bad loser is the all too familiar sort with a particular breed of egomania who can't seem to accept that others might just get the better of him from time to time. I imagine these players flushing red when they read turn reports, with foam drooling from their mouths and pooling on their shirts. They often become paranoid and will even accuse the game administrator of tampering with score/results/whatever. If you are one of those, I have some advice for you: calm down. If my experience as an administrator is typical, I usually run all the games and send out the results BEFORE I look the results over to see who did well and who didn't. We should all be nice to our administrators and avoid being this person, and keep in mind the difference between "Wow! I thought I had that battle/game/whatever sewn up. How'd s/he manage to beat me?" and "What? I had that game sewn up, who are you trying to kid?" If you REALLY think your administrator is out to get you and is willing to cheat, just quit the game. If that administrator was a jerk, then you are safe. If you were being paranoid, then the poor administrator doesn't have to deal with you. 3: The bungler In every batch of players, no matter how simple your turn format is or how carefully you explain what to do or when the deadline is, there will be one person who can't cope. That is the Bungler. This person can't type correctly, can't get things in on time, and often makes you wonder how they managed to log in to a computer and send you mail in the first place. I am of two minds in dealing with this sort. There is a mean streak I try to suppress which says "Drop 'em --- no one will notice" but I have a feeling that isn't the best way (or even a good way) to deal with them, as often someone who has a little trouble catching on will finally get their act together and become a really good player. Fines for errors and tardiness may help a little, but for the most part only patience and reminders seem to work. 4: The dropout This guy isn't evil, but s/he sure is damaging to most games. The dropout's modus operandi is to sign up for (usually many) games, sound very enthusiastic and ready to go, and then disappear without a trace. A few will at least warn you as they disappear, but most of the time silence is the only notice that you get. While you ignore a bad loser's whining, plead with the enthusiast for lack of time, and write better error-checking/recovery to deal with the bungler, it isn't easy to deal with the dropout. The easier-said-than-done method is to "just screen them out in advance". Forcing the player to jump though a few hoops when signing up (like a waiting period or having to submit some orders which don't affect the other players before things start in earnest) will eliminate many of them, but others will slip through. Try to be verbose about what sort of commitment you want from your new players, and make it clear what effect dropping out will have on the others BEFORE you admit them to the game. As a player, try to meet the administrator halfway and ASK if you aren't told, then if you don't think you have the time, don't sign up. 5: the invisible man This guy just plays the game, and surprises you when he asks a question because you'd forgotten that s/he exists. While s/he certainly isn't much work to maintain, s/he won't provide all the support an enthusiast will either. One important thing to keep in mind is that this is the most common sort of player there is. As such, this person may be the best playtester of all, as they provide a typical sample, and that which affects them is likely to reflect your game's overall popularity. However... Real playtesters often won't be easy to categorize into the these categories, since real people usually have more to deal with in their lives than just your game. Even Joe Enthusiast may find that work/school/whatever intrudes upon his playtime occasionally, and perhaps all the time he spent on the game instead of other commitments will turn him into a dropout. The invisible man may burst out with some brilliant play or amusing press release, and the bungler may be the first to pick up your new system. I suppose bad losers won't change much, but we can always hope. Dropouts, for all the problems they cause, are gone: replace them and go on. Most importantly, remember that games are supposed to be fun. Next month I'll try to talk about methods for game automation unless something really brilliant forces it's way into my head and demands to be written first.