Monday, April 16, 2012

Game Design: Testing != Playing

So you've got your great idea and you've spent all the time to build a prototype so now comes the time to play your game. This should be the fun and easy part, right? Unless you're some game design wizard, chances are the game will have to go through a lot of testing before it's really marketable. Make sure to stay focused on what part of the game you are trying to test while conducting your test. Each area has its own quirks and pitfalls. Also, make sure any rules you set at the beginning of the test remain the same throughout the test. One small rule change can drastically alter how a game plays.

Game Mechanics
To start off with, you should simulate a few turns or an entire session of your game by yourself acting as multiple players. This will help you figure out if you don't have a component for a certain aspect of the game you have to keep track of or find out that two game mechanics work horrendously together. It also can give you a rough estimate of how long your game will take and where you could speed the game up (hint: If you're constantly swapping tokens with a bank or other players, this is a large time sink that is generally not fun for anyone). These tests should be done before anyone else sees your game so you don't waste your friend's time.

Game Components
You always need to keep a few things in mind with regard to game components. The fewer components there are, the cheaper it will be to make and sell the game and the less frightening it will be for new players. Also, more standard game components (6-sided dice, hex tiles, 18"x18" game board, etc) will be easier and cheaper for most manufacturers to produce (I'll go more into depth on manufacturing at a later time). Also, be mindful of the ease of using those components. For example, I have a game that made sense to have square tiles that made up the game board, but you also have to flip the tiles over while they are laid out. During one test I realized (with the help of my testers) that that was difficult once all the tiles were laid out, so I've cut off the corners of each tile and made them hex pieces. They are still laid out on a square grid, so there are two corners to use to flip the tile over with.

Strategies vs. Exploits
One of the most interesting things I've noticed while testing a strategy game of mine is trying to decide the difference between a clever strategy and a broken game. Whenever a special case arises and you need to decide how the game should deal with it, it can be tempting to make a decision that best helps you win the game. Whatever you decide, make sure you take a note of this case to make a final decision on. This decision will have to appear somewhere in the text of the game (generally the rule book).

Social Interaction
Players should always have something to do/occupy themselves with. If players take turns, then either turns need to go fast, players need to interact with each other, players need to be able to strategize, or players should have something to play with. A good example of these is Settlers of Catan. On anyone's turn, they can trade with other players so there is always potential for social interaction even when it's not your turn. You also have lots of little tokens for roads and settlements that people invariably build pictures with while they're waiting (or is that just me?). You can always look at the board and your cards and be strategizing about what to do next. Also, if the player doesn't trade on their turn, then turns tend to go relatively quickly. So while testing your game, be watching what people are doing between turns. Are they looking at the board? Are they just plain bored? Are they constantly zoning out?

Don't worry if the first few tests are no fun as long as you can still see potential for fun. Just figure out what to fix and try again. Also, don't be afraid to do drastic redesigns on your game. Just keep in mind the game design goals you have for the game.

2 comments:

  1. I think you can tell something is an exploit if (over time) it becomes the only viable strategy to win. That's not fun for anyone. If someone comes up with a possible exploit, you kinda have to think tactically about how you would exploit the exploit :-)

    Man, I love playtesting.

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    1. Since my playtesters have all been my friends, I sometimes like to let them win if the exploit was clever or complex enough (e.g. if a certain combination of abilities/actions work together in a way I had not forseen) and then figure out how to fix that later because it wouldn't be fun later on. That's another thing I try to balance during game tests, keeping my testers happy/having fun and trying to completely nail down every little special case situation.

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