Forum changes: Editing of posts has been turned off until further notice.
Started by Vordark, April 17, 2009, 10:17:07 AM
Quote from: Wolfen on April 17, 2009, 02:17:09 PMWhen the goal is playtesting, take fun off the list of priorities.If the game is fun, fun will happen. But that's not the motive at this point. Making sure it all does what it's supposed to is what's important. When you sit down to playtest, think about what your specific goals are for that session. Make those goals explicit, up front, so that everyone is on the same page. If you want to test the subsystem that handles sentient yam wrangling, make sure everyone is on board with that. Also make sure you schedule time for talking about what happened in the game. What went right, what went wrong, and why, for both. If the game isn't fun, but you get some good insightful feedback, then that was a successful session. If you had a rockin' time, but none of your goals were met, then you've failed. If you can manage both good feedback and fun, then awesome.
Quote from: Michael Desing on April 17, 2009, 08:29:59 PMYou definitely want to work out fundamentals first, and get those settled as you add more layers. For instance, in a fantasy game, make sure the basic fundamentals of the magic system work BEFORE you work out lists of hundreds of spells. You don't want to create a situation where you hesitate to fix something because of all the time you've already invested into a section... "gee, I know that the fundamental magic rules are broken, but I've written 30 pages of cool spells using that system, and darn it all, I'm keeping it!" That's never a good rationale for a design choice.
Quote from: Wolfen on April 18, 2009, 11:06:32 AMTo double-highlight something he said as well: DON'T be attached to your mechanics. If it doesn't work, it doesn't work; Change it. If it almost works, you can fiddle around with options to make it work, but if it simply doesn't work no matter what you try, you may want to try something else entirely.