Players are good at feeling that something is wrong, but they have no real idea how to articulate it if they don't have a base understanding of how gameplay mechanics and systems tend to influence people. They might say something like, "Oh, this part was really hard", or "Things moved too fast", but those statements are merely an indication that *something* was wrong. You can always try to prod them toward being more specific, but usually, they just won't know why.Mind giving a general overview? No need to dive into specifics, but I would love to hear some of the broader things that the professionals picked up on that managed to skirt around a developer's perception. I'm sure there's a lot of valuable insight there.
Game designers, on the other hand, are much better able to give specific, actionable information that you can use to mitigate issues. They might tell you that the visual feedback on the UI wasn't significant enough to draw players' attention away from the battle and let them know a specific character was taking damage. They might say that certain weapons don't have a satisfying enough feedback loop and therefore fell out of favor, leading to an apparent lack of strategic options for a certain situation.
It's just good to talk to people who know what's up, man. = D
If James comes and tests it, say hi for me!Oh damn. I'd love to have one of them playtest M.O. for me. Probably rip me to shreds. I should engage one of them that follows me on Twitter. WayForward was really cool when they approached me so I'm not too shy about reaching out.