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tealdev's avatar

While I appreciate the Gap in the feedback loop, I think the premise is wrong.

In Magic, there is a direct relationship between the Designer and the Player. And Magic is very much a game of Systems Mastery. There are visceral benefits Players may have from the Art and the Storyline. But in general, those are not the main reason people play Magic. This means the feedback loop is both direct and very focused. There is a simplicity to the process.

Computer Games, whether Solitary or Multiplayer, usually sit somewhere in the range between Magic and TTRPGs. There may be a wider variety of Reasons To Play, with Cozy Games, for instance, focusing on Ambient and Rhythmic experiences. But you are still going Direct from Designer to Player. Computer Games do have more breadth in the feedback loop due to the wider range of Player Goals. And doing UX and Playtesting for them is often more involved. But they are still generally not as complicated to test as TTRPGs.

TTRPGs are Indirect to the majority of Players (unless they are played Solo or GM-less). Like Theatre, they are Designed to be interpreted. The GM as Intermediary for the rest of the Players creates a huge Gap in the feedback loop. That structure also, essentially, bifurcates the feedback loop. You have 2 qualitatively different kinds of Players, and one kind mediates for the other, introducing distance between the Designer and the majority of the Players (the PC Players).

Additionally, TTRPGs have wildly broad value propositions. Anything from Miniatures collecting and painting to LARP. Within the same Table, the elements the various PC Players value can be diverse and often in conflict. That doesn't even factor in what the GM Player is getting out of the process.

Some Games, Pathfinder comes to mind, are very focused on Systems Mastery through Pre-game Optimisation. But even there, a Table may have PC Players for whom System Mastery brings no real value.

When you Test TTRPGs, as well as when you Product Design, you are having to understand these 2 audiences. Getting feedback from PC Players is going to be colored by the impact of the GM Player. And realistically, the PC Players will also impact the experiences the GM Player has of running the Game.

If we are to build a tighter feedback loop, then, we might need to look at other systems that have a similar structure, rather than Computer Games or Card Games.

What comes to mind, though it is not in the Gaming arena, is Instructional Content. Media is created for Teachers and Students, as separate, but interrelated audiences. I am not familiar with the Testing process used in this field, but it might hold some valuable learning which could be borrowed for TTRPG testing.

I know you were talking partly about the Social Media aspect of feedback, not just Testing. I wonder how Learning Materials fare in Social Media?

And, Theatre might be another place to look for ideas, as they too are an Interpreted Medium, with Actors ... and Audiences (3+ Groups for the feedback loop; Stage Crew and Theatre Managers also come to mind as additional Stakeholders in the product). For TTRPGs, Liveplays adds in the question about how to Test/Get Feedback for a non-Player Audience as well.

Provocative Post you wrote! It got me thinking about a question I never previously conceived of. Effective writing on your part. Apologies if my response is just stating things you are well aware of.

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Mythic Mountains RPG's avatar

I’ve been working for a while on a post focusing on anti-patterns and negative feedback loops.

I’ll take the ball in the opposite direction on the conclusion and say, for very many people that play D&D, there are a great many negative feedback loops, and the desired outcomes not being met can be observed, measured, and design of systems which is beyond “how much damage does my fighter do” can fix. I’m of the opinion that social systems and table arrangements can fix many of these problems, and that the mere closed systems of the text are less important than the cybernetic ones, how they are applied, and the culture around them.

Some observable negative feedback loops of traditional D&D:

- Very few people have the flexibility to participate. It is a hobby for people with consistent schedules, times and places.

- Campaigns struggle to last beyond 3 months of play and don’t go to higher levels of play, despite desire by the participants to see long campaigns and higher levels

- Conflict is common. It’s so common that about half of all advice for D&D is how to handle conflict.

We’ve discovered that a resolution to these and other problems is a clubhouse approach to playing D&D. On that basis, the extremely busy single Mom is a valued player, right along with the disabled person that cannot leave their house. Play can easily continue indefinitely and reach higher levels. By relying on more open and common social arrangements, those social conflicts which grew in basement play have not been observed.

By challenging more foundational issues beyond the linear math of fighters and wizards, real design solutions are possible.

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