Busted, I remember you posted recently about game designers designing by committee according to abstract principles. And you talked about them eventually watching a playtester wander through a barren videogame space in silence, and behind the one-way-glass-window (or more likely videofeed) where it sounded like the observing game designers were presumably isolated from the playtester, the designers nervously came up with ideas about how to spruce up the empty, boring-looking experience, not trusting that emptiness might be leading to a sense of wonder in the silent playtesterās mind. (EDIT: Found where you posted about that, it was this post right in this very thread)
The problem is a profound failure of communication, right? In a way that this scientific/focus-group style of playtesting cannot truly address?
Why do so many of the very best games also have visible D&D influences? Iām realizing that itās because D&D must be a spectacularly effective context to iterate on a game design. Does a lackluster response lead you to think your overall world structure is not working? Pencil in a few nodes on your graph map, and see if it seems to lead to a better experience in your next playgroup. And the cheerful, social atmosphere, with players often thinking aloud about their plans and asking each other for advice and consensus, might lead to more intuitive understanding about how the players are feeling than the silent, distant sort of playtesting you seemed to describe.
It seems like D&D DMing has the same salutary effect on game designers as standup comedy does on comedy writers. I havenāt played since I was a kid, but right now Iām remembering even with my mediocre DM and group at the time, it was a kind of a special and unique experience, and not only that but priceless game design experience for the DM. Today Iām thinking that if I had continued playing and tried my hand at DMing myself, then my abortive attempt at writing my own Metrovania 10 years ago might not have ended in a strange āgame designerās blockā (I spent a long time staring blankly or doodling on a level editor with absolutely no clue what shapes I might draw might lead in the direction of āfunā, and I started to think that I must have no talent for game design). Is one solution to training more and better game designers, and a cure for games feeling so samey nowadays for D&D and its variations to become as popular again?