I guess it takes some confidence. I allow myself to think: I know that I can fix this game if I just give it enough time and decide on the best "fishing spot".
I think one thing designers need to bear in mind is all critical feedback is ‘I prefer games like this’ - and the playtester’s tastes don’t necessarily align with your design space /goal.
I was at one playtest where the designer asked “is this the sort of game you usually play?” I’ve gone on to use that myself.
If I’m asked to playtest a co-op without a limited communication rule I will be upfront and say it’s prob not be me but I’ll not to let that influence feedback.
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If I’m asked to playtest a co-op without a limited communication rule I will be upfront and say it’s prob not be me but I’ll not to let that influence feedback.