Tabletopia

Physical vs. Digital Playtesting: Our Experience with Sylvan Tactics on Tabletopia

We've been hard at work refining Sylvan Tactics over the past few months. One of our most recent developments has been creating a digital version of the game on Tabletopia for virtual playtesting. This has been an eye-opening experience that has fundamentally changed our development process, and today I want to share some insights about the differences between physical and digital playtesting.

Why We Chose Tabletopia

After exploring several virtual tabletop platforms, we settled on Tabletopia for a few key reasons:

  • Completely free for our needs

    • Already includes chess boards and chess pieces as standard components

    • No need for a paid game setup or custom 3D component designs at this stage

  • Accessibility for playtesters

    • Works directly in a browser with a simple URL link

    • Playtesters don't need to create accounts—they can simply enter a guest username when joining a game room

  • Functionality that fits our game

    • The interface is intuitive enough for our playtesters to learn quickly

    • Custom zones and component snapping features support our unique mechanics like the Sigil system

While platforms like Tabletop Simulator offer more extensive scripting capabilities, we found that Tabletopia's simpler approach was actually better suited for Sylvan Tactics. The game's hybrid nature—combining chess pieces with card mechanics—fits neatly within Tabletopia's component system without requiring complex automation.

The current iteration of Sylvan Tactics in digital form.

Physical vs. Digital: The Unexpected Tradeoffs

What We Gained from Digital Testing

After a couple of weeks of virtual playtesting, we've noticed several significant advantages:

  • Geographic flexibility

    • We've run tests with players who are separated by large distances who would never have been able to join a physical session

    • This has diversified our feedback and helped identify blind spots in our design

  • Iteration speed

    • Card updates that previously required printing, cutting, and sleeving can now be implemented in minutes

    • We can test small changes immediately rather than batching them for the next physical prototype

  • Scheduling convenience

    • Virtual sessions are easier to set up and require less commitment from playtesters

    • We can run more frequent, shorter sessions that focus on specific mechanics

  • Systematic feedback

    • Screen recording during sessions helps us revisit exactly what happened during crucial moments

    • Playtesters can easily take screenshots to highlight issues or interesting situations

What We Miss from Physical Testing

Despite these advantages, digital playtesting doesn't completely replace the physical experience:

  • Tactile feedback is missing

    • The satisfying feel of moving a chess piece to capture an opponent's unit

    • The physical act of rotating cards to invoke them

  • Social dynamics are different

    • Table talk is more constrained in a digital environment

    • Body language and emotional reactions are harder to read

  • Interface limitations

    • Some actions that are intuitive in physical play require additional clicks or menus

    • Players sometimes struggle with the physics system when performing simple actions like stacking cards

Making Digital Playtesting Work: Our Tabletopia Setup

To overcome some of the limitations of digital playtesting, we've developed several techniques specific to Tabletopia:

Magnetic Maps: The Secret Weapon

The component snapping and rotating features with Magnetic Maps have been essential. While technically you could play the entire game without them, relying on physics and mouse controls would make the experience frustratingly fiddly.

This was especially important for our “invoke” mechanic. In the physical game, you turn cards sideways to indicate being invoked. Without a Magnetic Map, players would need to use the right-click menu and select the 90-degree rotate option—a tedious process for an action performed multiple times per turn.

Our solution was to create invoking zones for each card slot, positioned just above the card and marked with a rotated card outline. When players drag a card into these zones, it automatically rotates sideways. We've also set magnetic zones to automatically flip cards face up or down for our Sigil creation mechanic and draft row. All of this is done with image files and requires no coding at all.

Here’s what a Magnetic Map file looks like.

Tabletopia Tips from Our Experience

If you're considering using Tabletopia for your own game, here are some practical tips we've learned:

  • For free game setups, use multiple smaller game boards

    • Image resolution limitations make larger boards difficult to read

    • We initially made this mistake, and while our board is functional, it doesn't look great

    • We plan to split it into sections for better visual clarity in future iterations

  • Create custom reference cards for digital-specific controls

    • We added cards explaining how to perform common actions

    • This significantly reduced the learning curve for new playtesters

  • Use color-coding for magnetic zones when possible

    • Subtle visual cues help players understand where components should go

    • This reduces the need for lengthy explanations about the interface

  • Set up your pieces to minimize scrolling

    • Arrange your game board and player areas to fit comfortably on a standard screen

    • Excessive scrolling creates friction that doesn't exist in physical play

Tabletopia Limitations We've Encountered

No platform is perfect, and we've hit a few frustrating limitations with Tabletopia:

  • Updating card backs is tedious

    • While you can create an entire deck with the same card back initially, updating that back later requires changing each card individually

    • With our ~100 card deck, this was extremely time-consuming

  • Limited component placement tools in the editor

    • There's no grid snapping or alignment tools

    • Our workaround was to make a temporary magnetic map just to place components in the editor, lock them, and then remove the map

  • Physics glitches can disrupt play

    • Occasionally cards or pieces will behave unexpectedly

    • We've had to design our magnetic maps to minimize these issues

The Hybrid Approach: Getting the Best of Both Worlds

Rather than choosing between physical and digital playtesting, we've found that a hybrid approach offers the greatest benefits:

  • Start physical, move digital

    • Initial concept testing works best in person where you can be certain that the core mechanics are viable in a physical setting

    • Once the core system is stable, move to digital to refine balance and test edge cases

  • Use digital for quantity, physical for quality

    • Digital tests can give you more data points across more players

    • Physical tests provide deeper insights into player engagement and emotional response

  • Alternate between environments

    • Digital testing might reveal an issue that's best addressed with hands-on physical testing

    • Physical observations can inform how you structure your digital implementation

Join Our Playtesting Community

We're continuing to refine Sylvan Tactics through both physical and digital playtesting, and we'd love for you to be part of that process. If you're interested in participating in our Tabletopia sessions, join our Discord server where we announce upcoming playtesting opportunities.

The game has evolved significantly thanks to player feedback, and every test brings us closer to the perfect balance of depth and accessibility we're aiming for.

Have you participated in digital playtesting for other games? What was your experience like? Let us know in the comments, or join the conversation on Bluesky or Instagram!

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