I recently finished The Halo Effect by Phil Rosenzweig. It’s a business book that talks about some psychologically-difficult-to-avoid errors of perception and analysis that undermine business books, especially books which purport to find simple rules that lead to successful business results. The biggest point he makes is related to the Halo Effect. Basically, he explains that if a certain factor seems like it ought to contribute to an overall result, then there is a strong tendency in humans to have their perception of the overall result also impact their perception of the individual factor (so, for example, if a company is financially successful people will tend to rate it as highly “customer focused”, but if it’s having trouble they won’t, even if there’s no difference in the company’s actual customer interactions). It’s a well-written, interesting, and thought-provoking book.

As is my tendency lately, I immediately started mapping the ideas in the book to the field of roleplaying game design. The most obvious thing here is that many of the factors that would seem to feed into an overall “fun session” are strongly subject to the Halo Effect. Things like “a chance to hang out with friends with the same geeky hobbies”, “fictional content I enjoy”, and “good game mechanics” all seem like they ought to feed into “fun session”, so if you have a fun session you are likely to remember the game mechanics as being good even if they weren’t (I listen to a lot of AP podcasts, and it still amazes me how often people will say that they enjoy a game after I’ve listened to an entire session of them struggling with it). This is yet another reason that designers need to observe objectively when playtesting to be able to identify what truly does or doesn’t work since self-reporting will be strongly influenced by the Halo Effect. (It also means that people with an established fanbase can produce poor games and have them called “good” by their fans, which is more common than I would like the RPG hobby).

I think it also ought to raise some questions about the “playtest at conventions” strategy that some indie designers have committed to over the past few years. Does the high-energy environment of a con cloud useful data? Does the weird microcelebrity “I played with the designer!” thing pollute your results? I’ve never been to a con so I’ve been reluctant to share my thoughts about this stuff, but I’ve never been comfortable with the idea of mixing advocacy and testing, which seems to be a lot of what the “playtest at cons” movement is about.