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Playtesting: Avoiding Evil Data
If you see playtesting as necessary evil, this talk is for you. Both physical and online playtesting are fundamental to game design, but to playtest properly and gather results that are not hard to interpret, not confusing, and not contradicting itself can be a hard task. In this session, game designer Adriaan de Jongh looks back at the evil data he gathered in 6 years of playtesting 8 games, sharing his ways to avoid useless or confusing data, and sharing how he now organizes effective playtests sessions with minimal effort.
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