Stop Apologizing For Your Games

I playtest a lot. I genuinely enjoy trying out other people’s designs. I would even go so far as to say that the virtual design groups on this list helped get me through the pre-vaccine times by keeping me occupied, keeping me on a sort of schedule, and giving me something to do. I’ve unfortunately noticed a pattern, and it’s continued as I’ve been visiting local design groups.

On average, at least once a meetup, designers say something like:

I’m sorry this game exists and I’m forcing you to play it.

Usually this is right before diving into the teach and generally takes some form of “I’m sorry I just thought of this yesterday,” or “I’m sorry I’m new at this,” etc.  

I always want to scream at these designers, from the bike paths, from the mountains, from the plains: DON’T APOLOGIZE FOR YOUR GAME!!

I know it can be tough to put yourself and your project out there.  I’ve definitely apologized for presenting my work to people before.  For the first half a year or so of attending my local design group, I would get exceptionally nervous whenever I had to present my game to someone.  I still get some butterflies before I’m about to teach my game to a playtest group with people I’ve never played with before.  But I’ve stopped apologizing for my work.  Let’s talk about why.

Admit it - you have a box like this too!

Admit it - you have a box like this too!

Work in Progress

Everyone sitting at the table should know your design is a work in progress. If they don’t, I strongly suggest building it into your group’s culture to call this out at the beginning of the meeting. Tim Blank, President of Boston GMG, is phenomenal at establishing a safe and creative space at the beginning of each of our meetings. One of the phrases he uses at the beginning of each meeting is that “the prototypes you play tonight might not even be games yet,” which always struck me as a powerful reminder that we were experimenting with ideas.

Especially when presenting your game to other designers, we fully understand that on any given night, the things we play may be terrible, and that they reflect you taking chances and trying out something new.  The quality of your game requires no apology.

We Want to Play Your Game

Everyone at the table is there willingly.  The purpose of gathering together is to critique the highs and lows, find the fun, and offer up our experiences for the designer to evaluate.  If we didn’t enjoy this process we wouldn’t be at the playtest.  You don’t need to apologize for how we’ve chosen to spend our time.  We do it gladly!

You Deserve to Give Yourself More Credit

Yes, your game might be rough, but you’re bravely putting it out there and looking for ways to make it better.  That’s to be commended.    Embrace that it might not be great now, but through the process of playtesting it will be eventually.  You’re doing the right thing by putting it in front of other people, and that’s nothing to be ashamed of. You’re also showing up to playtest other people’s games, which everyone is happy about!

The bottom line is that on the whole, game design communities are supportive and giving.  I’m grateful to every person who brings a game to a playtest night, and I’m grateful for anyone willing to test my games as well.  We are a strong and vibrant community, and we should participate in this community with pride.     

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My Favorite Playtesting Guidelines

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You Are a Game Designer