WRONG. You roll your own solution. Here's why.
Why you don't do without
The OODA loop models the way human individuals and groups operate. It goes like this:
- Observe the situation
- Orient your observations in the context of goals, past experience, etc.
- Decide what to do
- Act on your decision
After the initial act of creation, game developers operate under the same principle. You play the game and observe it, orient that data in the context of your goals, decide what to do, open your IDE, and put your plan in action. Rinse and repeat.
The problem is, unless you're a god-like game designer, your observations are fatally flawed, and there's nothing you can do about it. You're so close to the game that your view is wildly different from your players. You're sick of mechanics that should be fun. You breeze through sections that should be brutally difficult. Subtleties are blindingly obvious. Frustrating glitches are comfortable and familiar.
Your only options are to either reincarnate as Tim Schafer, or seek outside perspectives.
Why you don't hire playtesters
Easy: because you're broke.
Why you don't bring in friends
You can't trust yourself in this scenario. Here's how it always plays out:
[indent=1]You run into someone on the street. Maybe you know them, maybe not. Either way, you're about to monopolize their time.
[indent=1]You: Hey, want to playtest this game I'm working on?