Good for you for being firm, regarding your boundaries in a digital space. Not enough folks (creators or otherwise) do that.
I'm not going to be making discord servers for my projects anytime soon (if ever), but I do like the idea of Google forms. Maybe using quantities data would be a good way to receive feedback that is useful and is less likely to feel personal (e.g. How satisfied are you with the resolution mechanic on a scale of 0-10). Hmm... thanks for giving me something to think about!
Yea, I've done Google Forms for all my playtesting and it's always quite helpful since you control the shape and scope of it and then it's also all saved and easily available for you to refer too later on down the line.
My standard questions (if I'm just looking for overall feedback) are:
1. If you were telling a friend about GAME, how would you describe it?
2. What was your favorite part of the session?
3. What was your least favorite part of the session?
4. What was your least favorite part of the session?
5. What aspects of the game did you not enjoy?
These focus on how the players FELT rather than what they think a possible solution/fix could be (since that rarely helps) and let's me see how players/readers are viewing the game overall.
Feedback is always a bit of a double-edged sword because most people use your vulnerability to open your project up to critique as an excuse to be the most pedantic, self-aggrandizing assholes known to mankind. Or, more frustratingly I find, just to not pay attention and keep offering bad feedback as you detailed in the post.
Either way, keep your chin up - the old adage remains true: a third of people will hate your thing, a third won't care about it, and a third will love it. Focus on yourself and the third that love it and you'll be in good shape!
Good for you for being firm, regarding your boundaries in a digital space. Not enough folks (creators or otherwise) do that.
I'm not going to be making discord servers for my projects anytime soon (if ever), but I do like the idea of Google forms. Maybe using quantities data would be a good way to receive feedback that is useful and is less likely to feel personal (e.g. How satisfied are you with the resolution mechanic on a scale of 0-10). Hmm... thanks for giving me something to think about!
Yea, I've done Google Forms for all my playtesting and it's always quite helpful since you control the shape and scope of it and then it's also all saved and easily available for you to refer too later on down the line.
My standard questions (if I'm just looking for overall feedback) are:
1. If you were telling a friend about GAME, how would you describe it?
2. What was your favorite part of the session?
3. What was your least favorite part of the session?
4. What was your least favorite part of the session?
5. What aspects of the game did you not enjoy?
These focus on how the players FELT rather than what they think a possible solution/fix could be (since that rarely helps) and let's me see how players/readers are viewing the game overall.
Interesting. I have some playtesting in my future (hopefully), so I'll save these questions and put them to good use.
Feedback is always a bit of a double-edged sword because most people use your vulnerability to open your project up to critique as an excuse to be the most pedantic, self-aggrandizing assholes known to mankind. Or, more frustratingly I find, just to not pay attention and keep offering bad feedback as you detailed in the post.
Either way, keep your chin up - the old adage remains true: a third of people will hate your thing, a third won't care about it, and a third will love it. Focus on yourself and the third that love it and you'll be in good shape!
Great advice there in the end! I was prepared for critiques and feedback, just not the downright bad/pedantic. I'll know better next time though!
Keep it going señor, you’re doing a wonderful job!
Thanks!