The Forge Reference Project

 

Topic: getting more feedback
Started by: Matt Wilson
Started on: 2/13/2004
Board: Publishing


On 2/13/2004 at 5:09pm, Matt Wilson wrote:
getting more feedback

So a couple months ago I put up a playtest version of my game, available for free.

As far as I can tell, I've had a lot of downloads. Well over 100, which is pretty exciting.

But not much feedback.* That silence is deafening.

Any thoughts about how I can get people to pipe up and say "it sucks" or "it's cool" or "I was indifferent."

I removed the link for the moment, especially as the game's changed a bit, and I was thinking maybe of setting up a form on the site so potential players have to introduce themselves before getting it from me.

What works? Any success stories? Is no news bad news?

Thanks

*except Ian and Pete. You guys rock.

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On 2/13/2004 at 6:36pm, Matt wrote:
RE: getting more feedback

Don't be disheartened. The download to response ration is never that good.

Take The Agency for example. It gets around 10 requests a day. I get a piece of feedback every few months.

My only advice is making feedback as easy as possible, and be as friendly and enthusiastic as possible with every response.

-Matt

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On 2/13/2004 at 6:52pm, abzu wrote:
RE: getting more feedback

Hi Matt (and Matt),

Remember, too, that you don't really want initial impressions like "it sucks, it rocks" or whatever. That's not as useful as someone playing the damn thing. RPGs are strange birds because they take a long time to absorb -- longer than it takes to simply read it: You've got to digest it, find some peeps interested in playing it, play it, and then get them interested enough to comment.

I suggest posting your own Actual Play threads here at the Forge (worked wonders for BW) and getting a Playtest forum going -- either on your own site or something here. Having a forum where players can post when they get the urge is really important in these wired times.

-Luke

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On 2/13/2004 at 11:33pm, Jake Norwood wrote:
RE: getting more feedback

A form with little buttons in Javascript that says "fill this out after you've read the game" with specific questions that won't take long to answer.
I did something like that in print with early TROS versions, and it was a good thing.

Jake

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On 2/13/2004 at 11:57pm, chadu wrote:
RE: getting more feedback

Matt wrote: Don't be disheartened. The download to response ration is never that good.

Take The Agency for example. It gets around 10 requests a day. I get a piece of feedback every few months.


Let me second that emotion: the Dead Inside preview has had an average of 120 downloads a day from launch (1-23-2004), and I get an email about it roughly every five days.

(This doesn't count the mailing list or the reviews; if you did, it'd probably be more like 1 or 2 a day.)

So, a rough guesstimate would be that you need around 75 to 100 views to garner a response. Does that sound reasonable?

My only advice is making feedback as easy as possible, and be as friendly and enthusiastic as possible with every response.


Very much agreed!

CU

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On 2/14/2004 at 12:32pm, Michael S. Miller wrote:
RE: getting more feedback

Hey, Matt

Have you asked for feedback? That is, have you PMed a specific person or persons that you'd like to take a look at the game and asked them to do it? Preferably with specific issues you'd like their input on? I've had good results with this method.

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On 2/14/2004 at 12:58pm, Matt wrote:
RE: getting more feedback

Luke makes an excellent point, it doesn't matter how much feedback you get, it matters what quality it is.

I've been lucky in that several people have given various of my games very solid feedback, either on my forums, by email or in reviews. People who play, and find the wrinkles, are ultimately more valuable than a hundred responses of "hey, kewl!".

-Matt

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On 2/14/2004 at 6:18pm, jdagna wrote:
RE: getting more feedback

Two things I've found are useful:

1) Let people see each other's feedback. Posting boards or mailing lists are good for this. Nobody ever wants to be the first to do anything, but plenty of them will speak up once someone else starts it.

2) Try giving focused questions out. "How do you like my system?" is rather vague. If you ask periodic questions on specific subjects like "Did character creation give you the kind of character you wanted from it?" you're more likely to get feedback. Plus, it's more likely to be useful.

Still, it's my experience that a 1% response rate is good for just about anything. Heck, look at registered users on the Forge. Something like half of them haven't even posted, but you only need to register if you want to post. Most people just don't respond, so don't be too discouraged.

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On 2/15/2004 at 3:35am, Adam wrote:
RE: getting more feedback

Focused questions [Well, relatively focused ones like "Which was your favourite article? Why?" "Which was your least favourite, why?"] probably doubled the numerical amount of feedback I recieved regarding The Shadowrun Supplemental when I started using web-form-surveys as a way to gather feedback. The feedback forms were typically only used by a small percentage [1-2%, perhaps] of readers, but it was still a decent increase in feedback.

I also made the point of trying to respond to as much of the feedback as possible, and I think that helped me solidify the ideas and gave me some good feedback/rapport with some readers.

Best,
Adam

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On 2/16/2004 at 4:47pm, Matt Wilson wrote:
RE: getting more feedback

Michael S. Miller wrote: Hey, Matt

Have you asked for feedback? That is, have you PMed a specific person or persons that you'd like to take a look at the game and asked them to do it? Preferably with specific issues you'd like their input on? I've had good results with this method.


Yes, I've done that, and with mixed results. As far as I know, no one's tried to actually play it.

However, my concern with this post was how to get people who have downloaded it off the site to respond. And maybe there's just not a good way to do that.

My solution as of the most recent revision has been to stop making it publicly available and at least get some hint of playtest commitment before I send it off. That way I can follow up with the person.

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On 2/16/2004 at 8:06pm, Mike Holmes wrote:
RE: getting more feedback

That sounds right, Matt. The key, as people are indicating, is to have a rapport with the playtester. If they're doing a favor for somebody they respect, then they're waaaay more likely to actually play and post feedback.

Further, if you've got more than one group playing your game, then consider yourself lucky. We'd all love to have a jillion playtesters, but it just isn't going to happen period. Fortunately one really good playtester is worth about a hundred, "This rocks" style readers.

Also, another technique that works is to trade playtests. Find someone else looking to get a playtest and exchange. That works with alarming frequency, and you tend to get really good feedback (the other guy is a designer after all).

In fact, I have a game that I'd swap with you for a test if you're interested.

Then as Jake has said, the key is to ask real questions. If possible a dialog is good.

Just to be clear, it's good to first have a period of unbiased feedback. That is, where you're not communicating directly with the playtester (again Jake's forms are good). But once that's exhausted, then push with personal questions. Present your bias, and see if they can support or break it. But keep in close contact.

Playtesters are golden.

Mike

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On 2/17/2004 at 9:50am, brainwipe wrote:
RE: getting more feedback

I get about 800 per month for Icar and I find that a little link on the download page to the Guestbook has worked really well. I get a lot of people just saying hello. Of course, they haven't played it yet but they do give good wishes.

I get a few people on the phpBB forum I set up but normally at random and they are quite uncommon.

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