This weeks play testing went well. I’m very happy with the new buying mechanic for Elementary. The other minor adjustments worked well and the final score was more manageable. The other projects are still being worked on but Elementary has the majority of my attention. When Worlds Collide is a gigantic project and I’m giving my self some space from in order to return with some fresh ideas. Dig Site is in the same spot as When Worlds Collide, even though it’s much more finished than WWC is. the couple of other projects I’ve mentioned are still in their formative steps. These games are the burger builder, and the adventuring guild games.
Playtesting is one of the most important parts of game design. There is definitely a hierarchy of playtesting, with experienced playtesters at the top and family toward the bottom. However regardless of who you have access to for playtesting, no playtesting is far worse than non-ideal playtesting. There have been weeks that I didn’t get playtesting in and I can tell it seriously impacts the development of the games I’m working on. Even if you have to set out places for each player and play each of them your self, do it. I know every game designer has said repeatedly that playtesting is vital and I’m sure anyone reading this has heard what I’m saying before, but I really cannot stress enough how important playtesting is. The games stagnate and it’s very easy to lose track of the tone your trying to set in your game if you spend to much time just working on the development and conceptual side of a game and don’t play it enough. I’ve had several game mechanics that were amazing on paper, but just felt like a horrible fit when i tried them out in a playtest.
As always thanks for reading. The Elementary print and play files have just recently been updated to the latest build, so if you’re interested in playtesting or just want to have a better idea of what I’m talking about in these updates send me an E-mail and I’ll add you to the mailing list.