Monday, April 23

Final Changes

This week has been all about tweaking FlickFleet. There are now three blindplaytesting copies in three different countries. Three sets of people trying to learn the game from my rulebook and then provide feedback on the rulebook and the game. The first set of feedback has come in with some great suggestions for improving the rulebook and some comments about the game.

The playtester found the game fundamentally fun and loved a few bits about it, but there were a couple of things he didn't enjoy. The biggest problem he has was that it is possible to get yourself into a situation where victory is impossible for one of the players. I'd seen this happen a few times - it's an asymmetric game, so the players often have different forces, and some of the ships need to be played in a particular way to be successful (e.g. carriers need to launch their fighters and bombers quickly as they are weak on their own) and the ramming rules were an attempt to dealt with this, but clearly for new players without my experience (or strategy advice) the problem was bigger than I realised.



Clearly this situation is no fun at all for the loser and not much fun for the winner, so it was something that needed addressing. The playtester had even volunteered a couple of suggestions that he thought might fixed the problem - which was great.

As a designer you will get a lot of suggestions about your game. Some will be great, some will be rubbish. Some will be great, but take your game in a direction you are unhappy with. One of the things you need to be good at is to take the suggestions (and where not spelled out work out the root issue) and then decide what to do with them. Are they a good idea? Do they take your game in a direction you are happy with? What's the problem the suggestion is trying to fix? Is there a better or different solution to that problem you should also consider? Is that problem just that the the game is not the suggester's type of game? Perhaps the suggester's perceived problem is not a problem in your eyes, or something you are happy to live with? As creator of the game, the editorial control lies with you until you sign it over to a publisher.

As it turns out the problems spotted by the playtester were an issue and something I wanted to address. Paul (my co-designer) and I talked it over and we had an alternative solution that we've been trying out this week (and over the weekend while Paul was visiting with his family). It seems at first blush that our solution improves the game and largely addresses the problem. As a result of this feedback the game has improved, despite the fact we didn't go with the playtester's suggestion. Hopefully, he will find our solution addresses the problem as he experienced it too.

Remember that playtesters suggestions are valid, and are shaped by their experience of your game. But the control lies with you. Are you happy to leave the problem they experience un-addressed? If not, is their suggestion the best resolution to the problem they experienced? It might be. Or it might not. You decide!

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