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How to critique

Post
Admin

joshua

posts 217

2:51 pm August 3, 2009

Post edited 9:50 pm – August 3, 2009 by joshua
Post edited 3:58 am – August 4, 2009 by joshua
Post edited 2:40 pm – August 4, 2009 by joshua
Post edited 2:41 pm – August 4, 2009 by joshua
Post edited 2:42 pm – August 4, 2009 by joshua
Post edited 4:50 pm – August 4, 2009 by joshua
Post edited 4:50 pm – August 4, 2009 by joshua


At any time on this forum, you will be either presenting a design for critique or giving critique to someone who's come here asking for help.

We are here to help each other refine our games for publication. That critique falls into two categories game design and product presentation.

Presenting a game design means that you have gotten well beyond the First Thoughts phase either over at the Forge or within your own community of play. You have gotten substantial Actual Play and understand reasonably well how your game works. You have worked on the game and are looking to refine details.

The Forge can provide critique, as well. A different community with different standards will produce different results.

Presenting your Product for critique means that you are asking about the product's typography, cover design, and the clarity of your writing.

In both cases, read and reread the post you're responding to.

For those presenting a design for critique

  1. Show something you have questions about, not something finished. If it is finished, other forum members will assume that you are looking to do better next time or that you're willing to go back to work on fundamentals if necessary.
  2. Put it in the best condition you can. If you have rules, playtest them first. If you have a text, put it in a format that can be easily read.
  3. Explain what you're after. If you're looking to edit text, say so; discussion of your placeholder illustrations will not help you and will just make people cranky.
  4. Be prepared to answer questions about your choices. Every element in your design is a choice, whether you're aware of it or not.
  5. Do not defend your choices. If necessary to continue a conversation, explain them. You are here to ask for help. If a comment is not helpful, you don't need to comment on it.
  6. When you have the information you need, thank everyone and declare the critique closed.
  7. Critique is not requirement. Just because someone made a suggestion doesn't mean you have to follow that suggestion.
  8. Do not lose sight of your creative vision. If an idea supports your creative vision, use it. If it doesn't, don't. If you change your mind, change your mind in service to your creation.

For those critiquing a design

  1. Don't give opinions. “I like this” or “I don't like this” are not critique. Your tastes are not at issue. I take this seriously.
  2. Ask questions. “Why did you make this choice?” is the perfect question.
  3. If you receive an answer and have a follow-up question, reread the answer to make sure you understand it, then ask the question.
  4. The person presenting something for critique is asking for help and have put themselves out on a limb. Be respectful of them.

I look forward to seeing designers' progress and the excellent work they will produce.

Joshua A.C. Newman

Member

Simon C

posts 90

7:26 pm August 3, 2009

Hi Joshua,

Say I had a mostly finished game that I'm currently playtesting and working into a draft document.  The basic structure of the rules is solid, but there are a few rules that aren't sitting right.  Is it your preference that I post a link to the whole thing, with a discussion of what I think needs work, or is it better to describe the specific rule I'm having difficulty with, and answer questions as needed?

Also, I'm not clear from this what you mean by Actual Play.  Do you mean playtesting by other folk without me present, or do you just mean playtesting by me and my friends?

Cheers,

Simon

Admin

joshua

posts 217

11:56 pm August 3, 2009

Hey, Simon,

I'd suggest that, if you want feedback, you give the information needed by anyone who's going to give critique, and only that information.

If you have a draft document, make it as easy to understand as you can, post it, post a link, with your questions, page references and the relevant quote blocks of text from the game text.

Actual Play means real life experiences with it. It can be with your friends or outside playtesting, whatever your degree of involvement. The important thing is that you tried something, got as much information as you could, then asked for critique so other can, in good faith, assume that you've already done your best with it.

This brings up a new forum rule, which I'll post in a moment.

Joshua A.C. Newman

Admin

joshua

posts 217

12:08 am August 4, 2009

Please use your real name as your login if you can. If not, please put it in your signature. If you can't for some reason, please email me (joshua@glyphpress.com) and we'll talk about it.

Joshua A.C. Newman

Admin

joshua

posts 217

12:09 am August 4, 2009

If you've read a post and are thinking about it, it's OK to post that you're thinking about it and respond next week. In fact, it's the better of the available options.

Joshua A.C. Newman

Member

Simon C

posts 90

5:16 am August 4, 2009

Thanks Joshua,

That makes sense to me.  I'm looking forward to posting stuff!

Admin

joshua

posts 217

10:16 am August 4, 2009

I look forward to seeing what you've got!

Joshua A.C. Newman

Member

Mike Holmes

posts 5

10:22 am August 4, 2009

Hi Josh,

Looks like an interesting set of rules. 

Just to clarify, at first it seems like a very narrow range of games that are suitable for critique. That is, if typography and cover are already done, for many people (myself included) this would probably mean that the game is either ready for distribution, or very nearly. 

But then you mention to Simon that his game might be suitable for critique, and it seems that it's not quite at that level of production yet. So, if I'm correct, you're not saying that a game must have these things, only that, if they do, then they are also fair game for critique, yes? The real minimum seems to be that the game has been playtested, at least a little?

I think people should definitely include what it is they're looking for in terms of the scope of the critique. For instance, I can do a very rudimentary layout using Word that I think fits the legibility criteria. But then, obviously, since my layout skills are not great, and I'll be sending it on to somebody who has good ones afterwards, I won't be looking for critique on that stage. 

Or do I misunderstand, and the game should have it's layout done already? By another reading of your rules, one could ascertain that it's not about rules critique at all, but just editing critique. You mention clarity of writing, but you don't mention the effects of rules or other mechanical critique. Is this not supposed to be part of what this space is about? Is it, in fact, only for giving critique of the physical design, and the art of the presentation of the prose? 

I could make assumptions, but I'm thinking that it would be better to have specific answers. 

Mike

Admin

joshua

posts 217

10:36 am August 4, 2009

Post edited 2:51 pm – August 4, 2009 by joshua


I will give some!

So, if I'm correct, you're not saying that a game must have these things, only that, if they do, then they are also fair game for critique, yes? The real minimum seems to be that the game has been playtested, at least a little?

You are correct. It has to be in the best condition you can put it in. It's kosher to have a game playtested, write a draft of the text that is, in good faith, the best text you can write right now, then come here and ask for critique on the text. Intuitively though, I'd say that the more focused your question, and the better your presentation, the better the responses will be. Don't expect someone to read your 248 page magnum opus if you haven't edited it yet. Ask for specific things — "Is this example clear?" is a good question. Given the size of most game texts — that is, over a few minutes' read — it's important to ask about the part you're asking about. Post the whole text, but give specific page references and quote blocks to make sure critiquers know where to look.

If you have rules  you'd like critiqued, you submit rules for critique. If your rules are illegible and ugly, your critique will be unsatisfying. It's unfortunate but true that information doesn't exist without presentation of some sort. So if you do your typography in Word (which I wholeheartedly recommend against, but understand that sometimes people don't know their options), there are basic rules of typography you can follow. If you need charts, include the charts at the relevant spots in the text.

Nothing at all submitted here will be assumed to be finished beyond critique. If you have a cover design and submit it, take some critique, then take it home, do another revision, come back and show it again, it will be assumed that it's open for critique even if you say it's done. It might only get critique like, “The connection of elements is very strong!” or “The color changes really punch up the title,” as critique, which is a pretty good indicator it's done.

Critique is not a one-time thing. It's a process. You come here with something that's the best you could make it at a particular phase. Maybe you don't know how to do the next part and have to ask, or maybe you think it's finished but want to make sure. But you'll do what you feel needs to be done with the critique you received, then do another draft.

Good point on making sure people are clear on what they're looking for in critique. I will add that to the rules.

Joshua A.C. Newman

New Member

Kira

posts 2

12:21 pm August 4, 2009

Hi! I'm new to your design forum, but as posted on your blog, fully approve of it. As a professional portfolio "critiquer of artworks" (i need a cooler title than that, but admissions officer at art school sounds lamer) I totally understand and support the need for critique in helping us all improve our skills. I think this will be a fabulous community!

I'm going to start by critiquing your rules. :) Although I think what you have so far is solid and spot on, I would add two more to your list of "Those critiquing a design"

1. Use the sandwhich technique. Always provide a compliment of the work, followed by a flaw, followed by how that can improve in the future. It might sound cheesy, but people need encouragement as well as having the flaws in their design pointed out.

2. Give examples of how they can improve, providing concise details, and maybe even references to other people that have done the same thing. Vague answers aren't good critique, the person asking for critique needs details on exact points in order to improve their work.

That's all I got for now. Feel free to disagree, but I think the sandwhich one is really good. People always take critique better (myself included) when its honest, to the point, and also points out what you're doing well and what you're not doing well.

Admin

joshua

posts 217

12:44 pm August 4, 2009

Hey, Kira,

Yeah, I was waffling on the sandwich.

(It's time for lunch)

My concern is that there will be too many suggestions, but submitter's rule 7 should mitigate the damage from that.

Your rule 2 is problematic, though. Rule 7 can likewise defend against this, but I think I'd want that to arise out of a conversation, rather than be a rule. I don't want to see any of "You should do this."

Joshua A.C. Newman

Admin

joshua

posts 217

12:48 pm August 4, 2009

When giving critique:

  1. Say why an element works
  2. Ask about an element to understand how it works.
  3. If it doesn't work, suggest something that might work.

Joshua A.C. Newman

New Member

Kira

posts 2

1:44 pm August 4, 2009

Cool! Dig it. Sounds like you've thought of all these things already. I suppose organically arising critque can sometimes be good, I often prefer "You should do this" because its quicker.

But hey, your forums! Just thought I'd throw out some ideas.

Damn. I spelled sandwich wrong like, ten times. I myself had a burrito bowl. The Mexican goodness must've distracted me from correct spelling. Not that Mexicans can't spell… I'm gonna go eat my foot now.

Member

Mike Holmes

posts 5

4:05 pm August 4, 2009

Sure, be civil and all. But… if you see a problem with a design of mine… and you have no suggestion at all about how to fix it… please tell me there's a problem. 

Yes, if you have a suggestion, let people know. Why wouldn't you. But if you see that X does not equal 2+2 as I have it, but you don't know what X equals, identify the problem. Maybe I, or some third party can fix it. But, if the problem is there, then I must not have noticed it myself, and you're helping me immensely by identifying it. 

Mike

Admin

joshua

posts 217

4:15 pm August 4, 2009

Pointing out a problem is good. Telling you how to solve it is less productive than you might think.

Joshua A.C. Newman

Admin

joshua

posts 217

4:44 pm August 4, 2009

… that's not to say that suggestions shouldn't be solicited or given when in the process of discussion. But ask specific questions. "How do I make this text flow more smoothly?" not "What's up with my text?" answered by "If you reduce the leading it'll flow back up to the previous page," not "Fix the spacing."

Specific answers to specific questions.

At every opportunity, ask a question instead of giving a solution, even if it's an observation. The process of the submitter thinking about the question, rather than having answers given to her, keeps her thinking about it from the perspective of her own creative vision.

Joshua A.C. Newman

Member

Mike Holmes

posts 5

5:27 pm August 4, 2009

Well said. 

When I give suggestions, it's always something like, "OK, here's a really bad example of the sort of thing I'm talking about… but it might give you inspiration to head off in a good direction."

Mike

Admin

joshua

posts 217

6:43 pm August 4, 2009

That's cool. That's just a clarifying example. What I don't want it people telling the creator what they should do.

Joshua A.C. Newman

Admin

joshua

posts 217

8:29 pm April 14, 2010

Experimental rule!

If someone doesn't yet have a text

Our job as a critique group is to help them generate that first text. Our objective is to help make it simple and clear so that they will be able to get their earliest playtests.

That probably means helping them outline the structure of the game, leaving out subsystems or filling in with "Roll a d10. On a 7 or higher, check off two boxes" level of abstraction.

Joshua A.C. Newman


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