Quick answer: Closed for focused, controlled feedback and early testing; open for broad real-world hardware coverage and load closer to launch. Many games do both in sequence. Whichever you pick, capture crashes and reports automatically so the beta produces real data.
Closed and open betas serve different purposes, so "which?" depends on what you need to learn. A closed beta gives focused, manageable feedback with control; an open beta gives broad coverage and scale. Understanding the trade-off, and that you can do both, points you to the right choice.
Closed Beta: Focused and Controlled
A closed beta, limited to selected testers, suits earlier testing when you want focused, high-quality feedback from engaged players and tighter control over a still-rough build. The smaller scale is manageable, you can engage testers directly, and a rough patch won't spill into public perception.
It's the better choice when your game isn't ready for wide exposure or when you want deep feedback on specific things. Bugnet captures crashes and reports from closed-beta builds with context, so even a small tester group produces a clear, actionable issue list.
Open Beta: Broad Coverage and Scale
An open beta, available to anyone, suits later testing when you want maximum real-world hardware coverage and to test your systems at scale. The diversity of an open beta surfaces device-specific crashes and load issues a closed group never would, closer to true launch conditions.
The trade-off is less control and more public exposure, a rough open beta is more visible. It works best when your game is stable enough for wide play. Bugnet's automatic capture scales to an open beta's volume, grouping the flood of reports into ranked issues.
Often, Do Both in Sequence
These aren't mutually exclusive, a common and effective path is closed first (focused feedback, fix the big issues on a rough build) then open later (broad coverage and scale on a more stable build). Each beta does what it's best at, at the right stage of readiness.
Bugnet captures and ranks issues from both, so the closed beta hardens the game and the open beta validates it at scale. So: closed beta for focused early feedback, open beta for broad late-stage coverage, and consider running both in sequence, with automatic capture either way so the beta actually produces data.
Closed for focused early feedback and control; open for broad hardware coverage and scale. Many games do both in sequence. Capture crashes automatically either way.