Quick answer: QA testing looks for bugs and technical problems, does it work correctly; playtesting looks at the experience, is it fun and clear. They answer different questions, and most games need both.
QA testing and playtesting both involve people playing your game before release, but they're after different things: one hunts bugs, the other evaluates the experience. Confusing them means missing one kind of problem. Here's how they differ.
What QA Testing Is For
QA (quality assurance) testing looks for bugs and technical problems: crashes, broken features, incorrect behavior, things that don't work as intended. It's about correctness, does the game function properly, and it's systematic, often checking specific functionality and edge cases methodically.
QA testing produces a list of defects to fix. Bugnet captures crashes and bugs from QA builds with context, so issues found in testing are organized and prioritized. QA's question is 'does it work?', distinct from whether the game is enjoyable.
What Playtesting Is For
Playtesting evaluates the experience: is the game fun, clear, well-paced, and understandable? It's about design, watching real players reveals where they're confused, bored, frustrated, or stuck, problems that aren't bugs but failures of the experience. Playtesting answers 'is it good?', not 'does it work?'.
Playtesting feedback is about design and feel, harder to capture in a bug tracker but just as important. A game can be bug-free and still fail at playtesting because it isn't fun or clear. Bugnet's in-game feedback can capture some playtest input, but its focus differs from QA's technical defects.
Why You Need Both
They catch different problems, so most games need both. QA testing catches the technical defects that make the game broken; playtesting catches the experience problems that make it unfun or confusing. Skipping QA ships a buggy game; skipping playtesting ships a working game nobody enjoys.
And both are backed by field capture for what they miss once real players arrive. Bugnet captures crashes and feedback from the field, complementing both. So treat QA testing and playtesting as answering different questions, correctness versus experience, and do both, since a great game needs to work and to be fun.
QA testing hunts bugs (does it work correctly); playtesting evaluates the experience (is it fun and clear). Different questions, correctness versus design, so most games need both, plus field capture.