First Physical Prototype
Tuesday, September 16th, 2008My in-development web game is pretty board gamey, so I decided to save myself some time and money and prototype it on paper. The past couple nights, I’ve been playing the first pass. The testing is pretty fun, even though I can tell the game is far from it.
The good news: the core concept feels compelling. Some of the mechanics feel really great and intuitive, and they leave a lot of room for thematic development. I think players will really feel ownership of their pieces and their creations.
On the mechanics side, however, things are quite a mess. The game takes way too long to ramp up: I was aiming for sub-hour games, and it takes an hour just to get to the interesting bits. There are a couple of resources in the game, but one is totally dwarfed in importance by the other. One “key” mechanic didn’t even get used in the several hours of testing!
I’m hard at work on the mechanics again, and pretty happy about things. You can throw together all the concepts, themes, and mechanics you like, you can try to satisfy the Koster theory of fun, you can just include the most bad-ass (yet not too foreign!) stuff you can think of, but there’s still a big concern if any of it will actually feel fun. Maybe it goes away with a few more games, but I go through peaks and valleys of excitement and despair about any new game idea. Now that I’ve gotten past the first real prototype, though, I’m confident in the core. Now I just have to fix a few minor things, like totally broken gameplay.
