Monday, May 13, 2013

Build it Up, Tear it Down.

Play Testing 2.0
Playing at Work
 
So after play testing our second iteration; we found things we liked, and found things we hated. The approach we took for our second iteration was to just add every idea we had onto the first iteration. Kind of like how in brainstorming it is said that you should write down literally every idea and thought. We put every idea and thought that we had time to implement into the physical game.

A lot of the things we liked, we liked because they added some interactivity to the physical game. Like Hit and Evasion rating added dice rolling. Using skills added some tactics and stat changes on the fly. On the other hand, some of the things didn't work in the physical game because it got way too complicated. Things like initiative, critical chance, Defensive skills, Damage Type and Attack Ranges. While these work good in theory, they take too much simultaneous attention and math to think about, and make actually playing the game less fun.

So in the end we really figured out that to maintain fun with a board you have to take complexity down a notch. Though in the video game the complex calculations are mostly handled by the computer, so we can keep a lot of the things that slowed down the physical game in the video game. Maybe we can even add more there. Skills, especially Defensive skills, kind of blew.

Cards in real space

It's hip to be square

Gem things make good counters




A few notes I took:
5 units is better than 10 units.
Map was a little large.
Square spaces were good.
Rethink skills, too complicated.
Take out Crits.
Passive abilities Good.

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