Mik and I were extremely productive
with our design time this week.
Not that we aren't normally, its just
that we're reaching the point in design where all our previous
investigative work has paid off and we're seeing much larger leaps in
development. We found a fantastic mechanic to keep hero decks feeling
unique, methods to playtest and create villain decks, and9 developed
a new classification system to help us rapidly balance the decks that
we create.
With all this and the story that our
writer—Dave Armstrong—has been creating, we came up with a
complete functioning prototype from nothing within about 4 hours.
This is iteration number 4 on our tank-class deck, but we've learned
a lot on the way, and we're getting better and faster at creating
decks that will make it into the final game. Our efforts have
definitely paid off.
The most important feature we added in
this most recent design session was that each deck will play cards in
a unique way. Since these characters all have story and compelling
features about them, this will be much easier to develop from the
top-down and still make it fun. The primary mechanic in a card game
is the act of playing a card, and what better way to make two decks
feel completely different than to change the conditions that they
play cards?
This came with counter-arguments, and
rightly so. Once people learn how one character operates, they're
going to have a tougher time learning another character's play
mechanics. The counter-counter argument is that if they're playing a
second game, then mission accomplished—they like our game to play
another session. Furthermore, learning different aspects of a game
can be fun, especially if we keep the play-card mechanic simple
enough for people to pick up relatively quickly.
Mik came up with a fantastic method to
develop a villain deck—instead of trying to create a villain deck
beforehand and playtest to find that its not quite right, we're going
to spend some quality time developing some sound hero decks, and then
one person plays all the heroes while the other person plays the DM.
After a few sessions, we'll try to find patterns in the level of
difficulty that made playing fun, and then
try to recreate an automated version of that. We're about halfway
through developing the three characters, and I'm totally excited for
that stage of playtesting.
One thing is for
sure—bringing a story-writer on to the team was an incredibly
valuable way to increase the fun of the game we're making. Mechanics
only go so far to bring people into the game, and having something to
work from makes the game feel so much richer than it did before.
--Jake
No comments:
Post a Comment