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Myth: "Fun is Universal"? Playtesters Decode Your Core Loop.

Posted by Gemma Ellison
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July 24, 2025

Fun is not a universal constant.

It’s a gut punch to hear, especially after pouring your heart and soul into a game. You believe in your creation. You think it’s innovative, engaging, and, dare I say, fun.

But that feeling in your gut?

That’s your fun.

And it might not be anyone else’s. The myth of universal fun will sink your game if you let it. Your game’s core loop – the engine that drives player engagement – needs to be rigorously tested, specifically by your target audience. Playtesting isn’t just a formality; it’s your lifeline.

Identifying Your Target Audience: Who Are You Building This For?

Before even thinking about playtesting, you need to know who you’re trying to please.

“Everyone” is not an answer.

If you’re aiming for everyone, you’ll end up pleasing no one. Define your ideal player. Are they hardcore strategy gamers? Casual puzzle enthusiasts? Are they fans of a specific genre, art style, or game mechanic?

Knowing your target audience informs everything from your game’s mechanics to its marketing.

Let’s say you are making a rogue-like deckbuilder with a focus on complex card synergies. Your target audience might be players who enjoy games like Slay the Spire or Monster Train, who appreciate strategic depth and the thrill of building powerful combos. This understanding shapes your playtest recruitment.

Designing Playtests: Focused Goals and Meaningful Feedback

Now that you know who you’re targeting, craft playtests with specific, measurable goals.

Don’t just ask "Did you have fun?". That’s useless.

Instead, focus on evaluating the core loop. Is it engaging? Is it clear? Is it rewarding?

Each playtest should target specific aspects of the core loop. Focus on onboarding for one test, then progression, difficulty, or balance in subsequent tests. Prepare targeted questions.

For instance, if you’re testing the early game, ask: "Did the tutorial explain the core mechanics clearly?", "Did you feel a sense of progression after the first few encounters?", or "Were you motivated to continue playing?".

Record everything. Use screen recording software, eye-tracking (if available), and detailed questionnaires. Observe player behavior directly; you will always see things they don’t realize they are doing.

I recall a time working on a mobile RPG where players consistently struggled with a particular crafting system. We thought it was intuitive, but the playtest data revealed otherwise. Players were missing crucial visual cues and struggling to understand the resource requirements. We completely overhauled the UI based on this feedback, resulting in a significant improvement in player engagement.

Analyzing Feedback: Objectivity is Key

The hardest part: listening to criticism.

Your game is your baby. But you need to detach yourself emotionally and analyze feedback objectively. Don’t dismiss negative feedback as “they just didn’t get it.” That is nearly always a lie you tell yourself.

Look for patterns. If multiple players are struggling with the same aspect of the core loop, it’s a red flag.

Quantify the data where possible. How long did players spend on each section? How many times did they fail? What choices did they make? Combine this with qualitative feedback to gain a complete picture.

Be prepared for harsh truths. Players might find your core mechanic boring, your art style unappealing, or your difficulty curve frustrating. It’s painful, but valuable information.

I remember showing an early prototype of a puzzle game to a group of testers. I was so excited about the core puzzle mechanic, which I thought was incredibly clever.

The feedback?

“Frustrating,” “Unintuitive,” and “Not fun.”

It stung. But after analyzing the recordings and questionnaires, I realized they were right. The puzzle mechanic was too obscure, and the feedback wasn’t clear enough. I scrapped it and started over, resulting in a much better game.

Iterating on the Core Loop: Turning Feedback into Action

Playtesting is not a one-time event. It’s an iterative process. Use the feedback you gather to refine your core loop and improve the player experience.

Prioritize the most critical issues first. Focus on addressing the problems that are hindering player engagement the most.

Don’t be afraid to make drastic changes. Sometimes, a core mechanic needs to be completely overhauled or even scrapped. It is better to make a hard choice early than to waste time polishing a bad foundation.

After making changes, run another playtest to validate your fixes. Ensure that the changes have actually improved the experience and haven’t introduced new problems.

In our rogue-like example, initial playtests might reveal that the card combos are too complex for new players. Based on this, you could simplify the early cards, add tooltips, or introduce a tutorial system to teach players the basics. Subsequent playtests would then assess whether these changes have improved the onboarding experience.

The truth is: your personal definition of “fun” may be wildly different from your target audience’s. The only way to bridge this gap is through rigorous, targeted playtesting. Accept that your game will evolve based on this feedback. The goal is not to create a game that everyone loves, but a game that your ideal player will adore.