Playtest Live
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Plan a playtest

FIELD CHECKLIST

Multiplayer playtest readiness checklist

Five green checks before a synchronized lobby gets the start call.

Illustration of an Operator at a console watching a live session while eight Players join from their own homes.
IllustrationReadiness is a roster state, not a reminder sent at start time.

THE GATE

Ready means five green checks.

  1. BUILD

    Launches clean

    Correct branch, version and access.

  2. RIG

    Meets the seat

    Hardware, input and capture checked.

  3. VOICE

    Heard both ways

    Mic, output and consent confirmed.

  4. ROUTE

    Reaches the host

    Region, ping and jitter measured.

  5. ROSTER

    Has a backup

    Primary seat and paid standby ready.

TWO PASSES

Catch failure while it is still cheap.

  1. T–24

    Prove the setup

    Launch, route, voice and evidence on the real rig.

  2. T–2

    Prove attendance

    Reconfirm primaries. Promote standbys before the room waits.

  3. LIVE

    Make the call

    Continue, replace or stop by the rule agreed before play.

ROSTER

Hold the whole seat.

  • Named primary.
  • Paid standby if held.
  • One promotion cut-off.
RECOVERY

Give every fault an owner.

  • Who contacts the player?
  • Who changes the roster?
  • Who can stop the test?
EVIDENCE

Record every deviation.

  • Build and server route.
  • Actual cohort and swaps.
  • Conditions that changed.

START RULE

Any red check changes the test.

Replace the seat, change the scope or stop. If you continue, attach the deviation to every finding it can affect.

Read evidence without over-claiming →