ATN082268 said:
Completely disagree. The more playtesters you have, the more likely you are to catch stuff like errors and unbalancing factors of a game. Do you (or anyone else) have a rationale for fewer the playtesters, the better?
Yes, the Law of Diminishing Returns - as stated earlier in this thread, we have run playtests ranging from a dozen participants to a couple of hundred. We have run playtests in a range of formats, from set piece Q&As to the playtester/sub-developer arrangement we have with the Five Good Men. We have even, from time to time, released intentionally buggy texts to playtesters to measure their responses. With every step, we refine the playtesting process.
However, you cannot move away from a fundamental point. If GW (2,500-odd employees) and WotC (with, what, 150-odd these days?) are unable to release a game that does not need revision and errata, and we are not talking about new editions but bona fide fixes, then you will also see that duplicated in a company, like Mongoose, that has 1% of their staff numbers. You can scale this up too - think of computer games companies that have the capability to pour a million Pounds or more into a project (even seen a buggy computer game?) or international publishing houses (ever seen a typo in a novel?). The problem is that all those companies rely on one fallible factor.
We all use humans.
Now, you _can_ armchair design, and think 'well, I wouldn't have made that mistake.' Maybe not - but other issues would have arisen. You have to remember, the people who do this have many years of experience, and do this full-time, each day and every day.
You mentioned making games better, not necessarily perfect - I would have to ask, is that not what we have been doing? Compare 2e with the first CTA box set - better balanced, more comprehensive. . . a better game.
Your issue of numbers in the playtest has less relevance once you pass a specific point (diminishing returns again) but you also have to realise that whether we used 5, 50, or 500 playtesters, their work would pale into insignificance compared to the thousands who will end up buying the game, and spend potentially hundreds of hours each playing it. That is the other reason games companies produce new editions (the first is that any organic system that grows over time will need 'trimming' from time to time), refining what they have learnt in their own games, and from feedback from the largest pool possible, over an extended period of time.
We could include the entire CTA community in playtesting a new edition, and resolve all issues - but the game would never be released
Being glib about it, there is an old saying that films and novels are not so much finished as abandoned. The same factors can apply to games.