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	<title>Flywheel: Inertial Game Design &#187; Playtesting</title>
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	<link>http://flywheel.gizmet.com</link>
	<description>game design, out in the open</description>
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		<title>A Loss For Words</title>
		<link>http://flywheel.gizmet.com/2008/12/10/a-loss-for-words/</link>
		<comments>http://flywheel.gizmet.com/2008/12/10/a-loss-for-words/#comments</comments>
		<pubDate>Wed, 10 Dec 2008 17:11:56 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/12/10/a-loss-for-words/</guid>
		<description><![CDATA[A LOSS FOR WORDS 
Last night Ian, Toby, and I played my prototype for A Loss For Words, a party word game. The game involved getting your teammate to guess your randomly-chosen photo from an array of stock photos using only one word. That one word must start with a letter from a card in [...]]]></description>
			<content:encoded><![CDATA[<p><strong>A LOSS FOR WORDS </strong></p>
<p>Last night Ian, Toby, and I played my prototype for <strong>A Loss For Words</strong>, a party word game. The game involved getting your teammate to guess your randomly-chosen photo from an array of stock photos using only one word. That one word must start with a letter from a card in your hand. Your team has a deck of each letter, so even the bad letters must be used at some point. You get points (which are bad) for each letter card in your hand, and you can choose to draw cards as you wish. The more options you have in your hand, the more bad points you get.</p>
<p>It played like I imagined, thought I can see room for improvement. Toby gave some important feedback &#8211; there is a lot of downtime. That is true, and I need to alleviate it. While one player is being clever in their head, other players are just sitting and waiting.</p>
<p><strong>STELLAR UNDERWORLD</strong></p>
<p>We also played Stellar Underworld with two new changes:</p>
<ul>
<li>You can ship cubes to any sector, not just your own, but at a cost of twice as many cubes.</li>
<li>The black market got an overhaul. Now, the player draws cubes from a bag and swaps them with theirs if they wish. They can assign more henchmen to pull more cubes.</li>
</ul>
<p>The new shipping freedom was used a lot more than I had imagined, even though it wasn&#8217;t really efficient. It has the added benefit of messing up your opponent&#8217;s plans, if you choose to. I&#8217;m calling this one a keeper!</p>
<p>The new black market also worked well in my opinion.  It has a bit of push your luck to it. Most importantly, it solves the problem that the older version had: Using a market on landing AND launching gave the player no benefit. Now, the player can benefit because they get two shots at pulling the right cubes they need. Before, if you recall, they were fixed cubes.</p>
<p>The final score was 101 (Dan), 100 (Toby), 92 (Ian).</p>
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		<title>BGG.CON Playtesting</title>
		<link>http://flywheel.gizmet.com/2008/11/26/bggcon-playtesting/</link>
		<comments>http://flywheel.gizmet.com/2008/11/26/bggcon-playtesting/#comments</comments>
		<pubDate>Wed, 26 Nov 2008 17:32:08 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/11/26/bggcon-playtesting/</guid>
		<description><![CDATA[At BGG.CON, both Ian and I participated in the Proto Alley, where designers tested their prototypes. Here are some snippets about my games:
Venture Forth
I taught Venture Forth to Patrick, Ben, and Gil. I was still a bit rough on the explanation of this game, but before you knew it we were up and playing. The [...]]]></description>
			<content:encoded><![CDATA[<p>At BGG.CON, both Ian and I participated in the Proto Alley, where designers tested their prototypes. Here are some snippets about my games:</p>
<p><strong>Venture Forth</strong></p>
<p>I taught Venture Forth to Patrick, Ben, and Gil. I was still a bit rough on the explanation of this game, but before you knew it we were up and playing. The game lasted about an hour for four players.</p>
<p><strong>Theme:</strong> Some feedback I received was about the theme. The game is a fantasy adventure game and that genre comes with a lot of baggage. Players expect experience points, killing monsters for gain, gearing up your characters, etc. My game has none of these. I am trying to break new ground, but it is difficult when the feedback I get is that the game is not like the tried and true dungeon crawls. I&#8217;m sticking with my vision, but I am open to tweaking it to get more acceptance.</p>
<p><strong>Level Cards:</strong> The new system for level cards worked, but as Patrick pointed out, it could be simpler.</p>
<p><strong>Tension:</strong> The other feedback was about tension.  You just go through the motions of your turn with very few points of suspense. The punishments from the enemies that you encounter is not that severe, so traveling down a path with one isn&#8217;t so scary. I suppose I could crank up the consequences on some of the enemies. Other than that I will have to really think this one out.</p>
<p><strong>Stellar Underworld</strong></p>
<p>I played this one with Ian and Brad. I explained the rules fairly well, and there weren&#8217;t many questions to come up. The final score was 100 (Ian), 101 (Brad), and 102 (Dan). I was pleased that the scores were close because we all had different strategies. Brad took a lot of sectors, mostly the resource generators. Ian took a few sectors for their abilities, as did I.</p>
<p>After the game was over, Brad was a little quiet on the feedback. He did suggest a desire to be able to ship to any sector, not just your own. After thinking about it for awhile, and remembering other people giving the same feedback, I decided that I needed to address that. The current plan is to allow shipping to opponent&#8217;s sectors for twice the amount of assets. Thematically, it would make sense because you have to &#8220;outbid&#8221; them on their contract. I don&#8217;t think it is a viable startegy, but it does give the player an extra option.</p>
<p><strong>Design Tip #1:</strong> Don&#8217;t tell the players they can&#8217;t do something. Tell them that they can do it, but it will cost &#8216;em!</p>
<p><strong>Design Tip #2:</strong> Fine, tell the players they can&#8217;t do something. BUT, make a special power that allows them to do it</p>
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		<title>Underworld Updates</title>
		<link>http://flywheel.gizmet.com/2008/09/03/underworld-updates/</link>
		<comments>http://flywheel.gizmet.com/2008/09/03/underworld-updates/#comments</comments>
		<pubDate>Wed, 03 Sep 2008 15:41:17 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/09/03/underworld-updates/</guid>
		<description><![CDATA[I was feeling a little concerned about my game prototype Stellar Underworld. This feeling came from some of the feedback from the guys from Oklahoma, and from a botched playtest with some &#8220;improved&#8221; rules based on that feedback. All of that, and I feel pressure to get this game ready for the Protocon design contest.Well, [...]]]></description>
			<content:encoded><![CDATA[<p>I was feeling a little concerned about my game prototype Stellar Underworld. This feeling came from some of the feedback from <a href="http://www.royalsteamworksociety.com/wordpress/">the guys from Oklahoma</a>, and from a botched playtest with some &#8220;improved&#8221; rules based on that feedback. All of that, and I feel pressure to get this game ready for the <a href="http://www.protocon.com/con/">Protocon </a>design contest.Well, last night I decided to try out some simple changes and see how that fared. We played and I am happy to report that it played really nicely!</p>
<p>Here are some of the things I addressed:</p>
<p><strong>Your ship is your ship</strong> &#8211; In the previous versions, your ship could be stolen if a player sent enough henchmen to do it, though you could also defend it if you wanted to. The system worked out ok, but the feedback I was getting was that it didn&#8217;t feel like you owned your ship. The &#8220;comandeering&#8221; rules for stealing are no longer in effect. You can only use your ship and the two neutral ships. Suprisingly, this worked out pretty nicely. And it was one less thing that players had to worry about (keeping enough henchmen around to defend a ship).</p>
<p>A nice side effect of this is that when you used your ship, you could leave cargo aboard without fear of thievery. No need for the warehouse. However, when you use the neutral ships, you almost always have to use the warehouse. The usage of the neutral ships are amplified now that other players ships are off limits to commandeering.</p>
<p>This is a perfect case of the development philosophy &#8220;How much can I remove from the game, and have it still be the same game?&#8221;</p>
<p><strong>Henchmen are worth less</strong> &#8211; In the previous version, a recruiting strategy seemed to be a main path to victory. Henchmen were worth the same as completed contracts, and they provided many other benefits. Now, they are worth half as much as contracts. Players still benefit from having a lot of them, but now they aren&#8217;t &#8220;double dipping&#8221;.</p>
<p>There were other <a href="http://flywheel.gizmet.com/2008/07/14/stellar-underworld-feedback/">feedback points</a> that I may or may not address, but for now I think the game has improved. I just to make a new bigger board, and a few other cosmetic changes, and I think I&#8217;m ready to go!</p>
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		<title>Highs and Lows of Game Development</title>
		<link>http://flywheel.gizmet.com/2008/07/30/highs-and-lows-of-game-development/</link>
		<comments>http://flywheel.gizmet.com/2008/07/30/highs-and-lows-of-game-development/#comments</comments>
		<pubDate>Wed, 30 Jul 2008 14:44:17 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/07/30/highs-and-lows-of-game-development/</guid>
		<description><![CDATA[There are two main states of game development:
Exhilaration &#8211; You have a list of some issues in your game that need to be addressed. You&#8217;ve come up with a solution to one of the problems on paper. You think it is so elegant and will solve all of your problems. You, sir, are a genius! [...]]]></description>
			<content:encoded><![CDATA[<p>There are two main states of game development:</p>
<p><strong>Exhilaration &#8211; </strong>You have a list of some issues in your game that need to be addressed. You&#8217;ve come up with a solution to one of the problems on paper. You think it is so elegant and will solve all of your problems. You, sir, are a genius! You live in the land of happiness and can&#8217;t wait to try out your idea.</p>
<p><strong>Despair &#8211; </strong>Your elegant solution failed completely. It made the game unbalanced. It made the game broken. It made babies cry. Now you must head back to the drawing board to face that annoying issue you were trying to resolve in the first place.</p>
<p>So, this process continues over and over. New issues replace old issues. New fixes break old fixes. You become an expert on your game, and you have tinkered with every aspect of the design. One day everything everything falls into place and you have a game. Sometimes this takes you by surprise. In the end, all the highs and lows were worth it.</p>
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		<title>Stellar Underworld Feedback</title>
		<link>http://flywheel.gizmet.com/2008/07/14/stellar-underworld-feedback/</link>
		<comments>http://flywheel.gizmet.com/2008/07/14/stellar-underworld-feedback/#comments</comments>
		<pubDate>Mon, 14 Jul 2008 21:30:13 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/07/14/stellar-underworld-feedback/</guid>
		<description><![CDATA[Today I received some feedback from Mike and the guys at the Royal Steamwork Society about Stellar Underworld. Here are some of the main points I pulled from it:
Rules Clarifications
Can contraband assets be delivered in multiples?
Yes. This will have to be explicitly stated in the rulebook. Contraband assets are different from other assets in that [...]]]></description>
			<content:encoded><![CDATA[<p>Today I received some feedback from Mike and the guys at the <a href="http://www.royalsteamworksociety.com/wordpress/" title="Royal Steamwork Society">Royal Steamwork Society</a> about Stellar Underworld. Here are some of the main points I pulled from it:</p>
<p><strong><font size="4">Rules Clarifications</font></strong></p>
<blockquote><p><strong>Can contraband assets be delivered in multiples?</strong></p>
<p>Yes. This will have to be explicitly stated in the rulebook. Contraband assets are different from other assets in that they don&#8217;t require any contracts to score them (because contraband is always in demand). This leads to some extra rules in dealing with them, and I guess this area had some confusion.</p>
<p><strong>When can a sector ability be used and how often?</strong></p>
<p>For the most part they are used during the docking bay ability phase. I will need to clarify this a bit more. I also plan on adding a glossary for each sector to answer any specific questions.</p></blockquote>
<p><strong><font size="4">Strategy</font></strong></p>
<blockquote><p><strong>Is acquiring henchmen too powerful of a strategy?<br />
</strong><br />
There are two methods of scoring points in the game: recruiting henchmen and completing contracts. It has been suggested that taking a strategy of heavy recruitment is the best way to go. I know that henchmen are important because they not only score points, but also provide the manpower to activate abilities. I don&#8217;t believe you can win by ignoring them, or by solely focusing on them, but I need to test this out.</p>
<p><u>Test:</u> Play a test game where one person only scores via henchmen.<br />
<u>Test:</u> Play a test game where one person does not recruit any more henchmen.</p>
<p><strong>Are warehouses necessary?</strong></p>
<p>An interesting occurrence happened during the blind playtest: In their second game, the players completely ignored one feature of the game because they deemed it too weak for its cost. The feature is the warehouse. The warehouse allows you to move assets around more effectively, keep them safe from commandeering, and set up more efficient scoring. The cost for loading an asset into the warehouse is one henchmen. You also have to pay the cost for unloading too. In all of the other playtests, everybody used their warehouses. I am always on the lookout for dominant strategies, but I failed to look for utterly weak ones. Maybe the warehouse is too weak. I haven&#8217;t really thought about it, but I will need to investigate more.<br />
<u><br />
Test:</u> Play a test game with one player does not use his warehouse.</p></blockquote>
<p><strong><font size="4">Theme</font></strong></p>
<blockquote><p><strong>Players don&#8217;t feel like they own their ship</strong></p>
<p>In the game, each player has one ship and there are two neutral ships. Owning a ship means that if someone tries to commandeer (steal) it, you can defend it and try to stop them. Other than that, owning your ship means nothing. In real life, owning an object really means nothing either except that you feel like you would need to defend it (by force, lawsuit, etc.) if someone tried to steal it. That was my reasoning, but it doesn&#8217;t seem to come across to well in the setting of a game. Especially in a game setting where stealing is an everyday occurrence.</p>
<p><u>Possible Solution:</u> I think that stripping out the idea of owning a ship is the way to go. I have an idea on how this would work, but would like to experiment with it first.</p></blockquote>
<p><strong><font size="4">Components</font></strong></p>
<blockquote><p> <strong>The board is too small for some components</strong></p>
<p>The board is a map of a space station with a space in the center for the &#8220;bank&#8221; of henchmen and contracts. I underestimated how many of these things there would be and it does look cluttered.</p>
<p><u>Solution:</u> This one&#8217;s easy! I think I can just reduce the number of pieces or make the board bigger where it needs to be.</p></blockquote>
<p><strong><font size="4">Frustration Points</font></strong></p>
<blockquote><p><strong>Replenishing no assets or no Contracts at a sector<br />
</strong><br />
<u>Frustration:</u> The production system in this game uses a random method that could result in the sector gaining no contracts or no assets. Having no contracts at a sector means that you can&#8217;t score points there, and having no assets at a sector means that when you arrive there you&#8217;ll have nothing to ship back on the return trip. Statistically, it shouldn&#8217;t happen that often, but when it does, it is really frustrating. I have yet to determine if this actually hinders the player or if it is a psychological issue.</p>
<p><u>Possible </u><u>Solution:</u> I need to add more flexibility to this system, but I&#8217;m not sure how to do this just yet.</p>
<p><strong>Having limited end game options</strong></p>
<p><u>Frustration:</u> The game uses a system where each player has an identical set of cards. Each turn you play one card a turn until no players have cards. This system inherently causes the end game to have limited options.</p>
<p><u>Possible Solution:</u> Make the end game occur before the players reach their last card, possibly third to last. This will still give players choice on the last turn. Of course, this solution will cause a new frustration: player wanting to play the rest of their hand!</p>
<p><strong>Not being able to ship directly from sector to sector</strong></p>
<p><u>Frustration:</u> The core idea of the game is that you always have to stop at the space port when traveling from sector to sector. There is no direct route. If there was a direct route, there would be little reason to use the space port (the whole point of the game).</p>
<p><u>Possible </u><u>Solution:</u> Give each player one or two Direct Route Cards to allow this to happen. It should appease player frustration enough, and answer that question &#8220;Why can&#8217;t I just go from here to there?&#8221; The best &#8220;abilities&#8221; in games come from easing player frustration.</p></blockquote>
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		<title>A Good Night of Testing</title>
		<link>http://flywheel.gizmet.com/2008/07/09/a-good-night-of-testing/</link>
		<comments>http://flywheel.gizmet.com/2008/07/09/a-good-night-of-testing/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 21:29:48 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/07/09/a-good-night-of-testing/</guid>
		<description><![CDATA[Ian&#8217;s Unnamed Space Game Playtest
Ian, Jon, and I played a newer version of Ian&#8217;s unnamed space game. This game is your basic 4X game: explore, expand, exploit, and exterminate. Actually, the &#8220;explore&#8221; aspect isn&#8217;t really there because the board is pretty much open information from the beginning. So, I guess it&#8217;s a 3X game. Anyways, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Ian&#8217;s Unnamed Space Game Playtest</strong></p>
<p>Ian, Jon, and I played a newer version of Ian&#8217;s unnamed space game. This game is your basic 4X game: explore, expand, exploit, and exterminate. Actually, the &#8220;explore&#8221; aspect isn&#8217;t really there because the board is pretty much open information from the beginning. So, I guess it&#8217;s a 3X game. Anyways, the real ingenuity of the game comes in the form of flicking, as in Crokinole or Ian&#8217;s other game Taktika. Instead of dice or card draws, the random element of the game comes in the form of flicking. About 80% of the time, the flicks are successful, but that remaining 20% keeps players in a haze about their future. You see, the rest of the game is perfect information, and the only uncertainty comes from your opponents and the flicking. All in all, this game is coming along nicely. It will take a lot of play-testing because there are so many build paths and strategies.</p>
<p><strong>Venture Forth Playtest </strong></p>
<p>Ian, Jon, and I played my latest incarnation of Venture Forth. This game started as an ambitious project two years ago to make a Euro-style Talisman. It has gone through many many incarnations between periods of being shoved in the back of my closet out of frustration. The core of the game has remained throughout: character ambitions. My big beef with fantasy games is that it is assumed that all characters have a bloodlust to kill monsters and an unending desire to acquire treasure. My game would allow the character to be who they are and be rewarded for it. For example, in the current version, you can have just a lone Faerie in your party and score points by just &#8216;making friends&#8217;.  There is still treasure and there is still killing, but only certain characters desire those things.</p>
<p>Last night, I got to test it with more than two players and it worked great! My new bonus point system worked as well as my new cube &#8216;currency&#8217; system. Everything fell into place, and I couldn&#8217;t be happier.</p>
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		<title>Two New Games!</title>
		<link>http://flywheel.gizmet.com/2008/06/26/two-new-games/</link>
		<comments>http://flywheel.gizmet.com/2008/06/26/two-new-games/#comments</comments>
		<pubDate>Thu, 26 Jun 2008 13:53:33 +0000</pubDate>
		<dc:creator>Ian Cooper</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/26/two-new-games/</guid>
		<description><![CDATA[Dan and I met Tuesday night for play testing. We each brought a new game design to the table. Dan had a dice game based on the video game Rampart. We each had a Castle and had a stack of gold placed inside. We were able to build up the walls to our Castles, place [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Times New Roman">Dan and I met Tuesday night for play testing. We each brought a new game design to the table. Dan had a dice game based on the video game Rampart. We each had a Castle and had a stack of gold placed inside. We were able to build up the walls to our Castles, place attacking ships around our opponents Castle, blow up walls, and steal each others gold. While the game did not really have an end condition, it played very nicely. On the first round I was not very excited about the game play, but by the end of the 3 round I did not want to stop playing. While there are a lot of dice rolls in the game, there are also a lot of decisions about how to use them and in what order you need to attack the different sides of your opponents Castle. Dan indicated that this was just the core mechanics of a larger multiplayer game. Dan talked about some really cool sounding additions to it. I’m excited to see where the game goes, and I look forward to playing this again with 3 or 4 players. </font></p>
<p><font face="Times New Roman"> </font></p>
<p><font face="Times New Roman">My new game is essentially a light Galactic Empire Building game that has a Flicking mechanic to it. The game should scale for 2 to 4 players. Each player controls a faction of humans that have fled their own galaxy for fear of a seemingly unstoppable alien race that is bent on their destruction. After arriving in this new galaxy the refugees discovered ancient relics of 4 alien races that have long ago disappeared. The faction that develops the most new technology based on the ancient alien relics will establish the foundation of the new Human Empire. There are 24 world discs that are spread across the table. Each world disc has non slip rubber backing so they don’t move around. Players will move from planet to planet by flicking small starship discs. Also, starship combat is accomplished by a simple flicking mechanic. There are 4 different types of Technology that can be developed and each type has two different abilities (now 3). There are two different types of buildings that can be built: Research Facilities and Planetary Defenses. The game also did not have an end game condition so Dan and I played about 12 rounds. It played very well for a first prototype. There really seemed to be no reason to build Planetary Defenses, and every time I built a Research Facility Dan would take it over because it was cheaper than building his own. I focused on building up Technology while Dan focused on spreading out and Occupying Worlds. When we stopped playing Dan had about 28 points and I only had 3 points. I have tweaked the scoring a bit so it should be a bit closer next time. </font></p>
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		<title>Designer Chit-Chat</title>
		<link>http://flywheel.gizmet.com/2008/06/11/85/</link>
		<comments>http://flywheel.gizmet.com/2008/06/11/85/#comments</comments>
		<pubDate>Wed, 11 Jun 2008 14:46:34 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/11/85/</guid>
		<description><![CDATA[Last night Ian, Jon, and I met.
Chit-Chat 
We started a bit differently by chatting about games on the couch. We talked about our games being published, and all of the details that go along with that.
Ian told us about his newest game idea involving dice, Chun-Li, and fireballs. We were very taken with the idea [...]]]></description>
			<content:encoded><![CDATA[<p>Last night Ian, Jon, and I met.</p>
<p><strong>Chit-Chat </strong></p>
<p>We started a bit differently by chatting about games on the couch. We talked about our games being published, and all of the details that go along with that.</p>
<p>Ian told us about his newest game idea involving dice, Chun-Li, and fireballs. We were very taken with the idea of a Street Fighter-based game, and Jon and I were spouting out ideas left and right.</p>
<p>The topic of designing to prevent cheating came up when Ian mentioned using dice behind a player screen. Jon said one of his biggest pet peeves was when playtesters ask: &#8220;How do you prevent the players from cheating?&#8221; He said that cheater will cheat regardless, and there&#8217;s no reason to work to stop them. I was concerned with unintentional cheating: accidentally giving the wrong answer in Mystery of the Abbey, or not following suit when you have one in you hand, or, in Ian&#8217;s example, accidentally manipulating some game state (dice, score track) that is behind a screen. Those actions can derail a game sometimes. I think we all agreed that taking the time to consider these problems is worth it, regardless of whether or not we fix them.</p>
<p><strong>Haunted Destinies</strong></p>
<p>Knowing that the night was slipping by, we decided to head to the table and play Jon&#8217;s game Haunted Destinies. It was a deduction game, but it lacked deduction. It was more in line with a &#8220;stab in the dark&#8221; style of detective work.  The players had to determine who the bad guy was by revealing cards from the individual player&#8217;s decks. If they saw the bad guy card, then they knew how to proceed to victory. This sounded good when Jon described it, but I felt like it was a slow process. With 30 some cards to look through, a player may stumble upon the bad guy right away, or, through no fault of his own, not find the card until he sees everyone of them. Actually, that isn&#8217;t entirely true. In a three player game, the maximum amount of cards you actually need to look through is 2/3s of them because if you don&#8217;t find the bad guy card in player 1 and player 2&#8217;s decks, then it must be in player 3&#8217;s.</p>
<p>The revelation part of the game was, for me, the part that needed the most attention. The other parts of the game, however, were actually very clever: Eliminated ghost players, and making setup of the board into a mini-game. I hope Jon continues to refine this game to make all of the mechanics shine.</p>
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		<title>Just Playin Around</title>
		<link>http://flywheel.gizmet.com/2008/03/06/just-playin-around/</link>
		<comments>http://flywheel.gizmet.com/2008/03/06/just-playin-around/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 00:14:26 +0000</pubDate>
		<dc:creator>Ian Cooper</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/03/06/just-playin-around/</guid>
		<description><![CDATA[My first full fledged attempt to design a game started about two years ago. It began when I read a description of a game on some webpage. The game was Light Speed by Cheapass Games. The game sounded awesome. So awesome that on my lunch break that was all I talked about. In my mind [...]]]></description>
			<content:encoded><![CDATA[<p>My first full fledged attempt to design a game started about two years ago. It began when I read a description of a game on some webpage. The game was <a href="http://www.boardgamegeek.com/game/5534" title="Light Speed">Light Speed </a>by Cheapass Games. The game sounded awesome. So awesome that on my lunch break that was all I talked about. In my mind I had this image of an epic space game that took place in real time but had elements of strategy and lots of theme. There would be abilities, commanders, and many kinds of space ships that had different capabilities. The description did not talk about these things but I knew that a game this cool would have to have this stuff. I went to my local game store later that night and what I saw hanging up in a little zip lock bag shattered my dream of an epic real-time space battle game. I bought it, took it home, and played it with my wife. It was certainly not the game I wanted it to be. For what it is I think it is a cool little game. Just not the game I had imagined.</p>
<p>The next day at lunch I told my friend all about the true nature Light Speed. That’s when Kendrick suggested that I design the game that I had described to him. What a simple idea, design a game. I knew exactly what I wanted it to be like. I had already tinkered with one other board game design, and I had a growing collection of 3 modern board games in my collection. So how hard could it be? Well that was about two years ago and its still in development. But my game collection is now about 100.</p>
<p>It only took me about 3 days to get the first version of the game ready to play test. I had two very close friends that I had been playing games with for years. So I enlisted them to be my play testers. Our first play test of the game was a lot of fun. At the time I thought it went great. The game had many issues, but it worked. My two friends play tested the game with the same competitiveness reserved for tournament games of Magic where there is money on the line. I later realized that this is not the best way to play test your games.</p>
<p>I had the basic design for the game so I started to develop it. Of course, the more we played the game, the better we got at it. This meant the game got easier so to keep it interesting, I added more elements to the game. After about 200 plays, many revisions and tons of additions to the game I believed it to be done. My friends thought it was awesome! It was a game that required both speed and strategy to play. It was epic. It was thematic. What I failed to realize though, was that I had inadvertently designed a game that only we could play. We thought it was easy to play, and for us it was. We had over 200 games worth of practice. But it was way too much for a beginner to learn. I could teach it well enough but most people thought it had too many things going on at once, so I put the game on hold.</p>
<p>A few weeks ago I decided that I was going to dedicate the next 8 months to working on expansions to my game Taktika. Even with that goal, for some reason all I can think about is working on Galaxy in Flames again. My goal for the rest of this month is to finish developing GIF. Dan and I play tested the newest version of it Tuesday night and I think it went very well. I’m excited about the game again. Maybe I can even finish it this time.</p>
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		<title>So We Meet Again&#8230;</title>
		<link>http://flywheel.gizmet.com/2008/02/26/so-we-meet-again/</link>
		<comments>http://flywheel.gizmet.com/2008/02/26/so-we-meet-again/#comments</comments>
		<pubDate>Tue, 26 Feb 2008 16:52:42 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/02/26/so-we-meet-again/</guid>
		<description><![CDATA[Tonight we will be able to continue with out weekly design meetings on our regular night and regular time. I&#8217;m stoked!
Exceptions
I have been playtesting Stellar Underworld at my local game store and with other gamers here and there. At one of those playings, I had one especially &#8220;thorough&#8221; playtester who offered more advice than I [...]]]></description>
			<content:encoded><![CDATA[<p>Tonight we will be able to continue with out weekly design meetings on our regular night and regular time. I&#8217;m stoked!</p>
<p><strong>Exceptions</strong></p>
<p>I have been playtesting Stellar Underworld at my local game store and with other gamers here and there. At one of those playings, I had one especially &#8220;thorough&#8221; playtester who offered more advice than I expected. I knew we were in for a rough game when he questioned my decision to include almost every aspect of the game. Why do we start with two of these? Why not three? Why not have an ability to do this? or that? Now keep in mind, a lot of these comments were before I was even finished explaining the rules. I was getting frustrated pretty quickly, but once the game got going, it settled down a bit. After the game, and after I had a few days to think about his comments, I realized that there were a lot of kernels of truth in what he had to say. The thing that stuck with me the most when he rolled his eyes a lot when I explained certain rules. To be more precise, it was the exceptions to those rules that were the problem. Thats when I realized that my game was full of exceptions.</p>
<p>For example:</p>
<ul>
<li>You can use one henchman to transfer a cube into your warehouse, <em><strong>except</strong></em> for the first one each turn which is free.</li>
<li>You can use one henchman to trade a cube with the black market, <strong><em>except </em></strong>for the first one each turn which is free.</li>
<li> The starting sector is just like every other sector, <strong><em>except </em></strong>you can only take two cubes from it, it doesn&#8217;t replenish, and it starts with two cubes per player.</li>
<li>Cubes next to your ship as considered aboard your ship, <strong><em>except </em></strong>when your ship is at a sector where they are considered available for pickup.</li>
<li>Abilities can be used any number of times, <em><strong>except </strong></em>for the cantina ability which you can only do once, and certain sector abilities.</li>
</ul>
<p>There are probably more, but these are the ones that jumped out at me. Exceptions are ok in small numbers, but in larger quantities it makes the game more difficult to follow for new players. My goal now is to weed out some of these exceptions, while retaining their original purpose. So far, I&#8217;m having luck at some of them, but others are kind of difficult. It is a three way battle between simplicity, gameplay, and theme. Hopefully, they&#8217;ll all be winners, and I know the game will be better for me having taken the time to put this problem under the microscope.</p>
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